Ffh5e NES

Diavolo Rosso

Lord Giggles
Joined
Aug 2, 2010
Messages
192
Location
NY
Welcome to the start of a new NES. The setting is Kael’s famous civ IV mod, Fall from Heaven. Each player will create a character to run an organization (not a nation) in one of five starting cities. Your organization can be anything from a mercenary company to a cult or even a trading conglomerate. Setup is simple. Pick one of the 5 cities, pick a leader trait, then spend your 250g startup to buy one or more buildings, and choose which one will be your base. The rest can be spent on units, which you can send out of your base to further your goals. This NES won’t be extremely stat heavy for players, though buildings and units will have defined costs, and most rewards will be in gold or xp.

This NES will be ran in a current FFH D&D 5e campaign I’m running, so there will eventually be run ins with the player characters and perhaps even opportunities recruit them. Updates, player stories, and order deadlines will be posted here. There are ten slots, 2 players per city. If you’re interested, post below with your preferred starting city (available choices below), a description of your organization (at least 2 paragraphs), their goals (1 paragraph), and their leader (minimum 2 paragraph). If more players want to join than spots available preference will be given to players with the most material and originality that fits within the canon of the setting. If you have any questions about fitting in with canon feel free to ask and if anything is particularly egregious I’ll point it out and you can fix it. Just trying to make sure to include everyone who wants to play and produce material.

Updates will be every 2 weeks, with deadlines for orders on the off weeks. Each player is expected to post 1 story (minimum 5 paragraphs) per update. Real life happens, so if a player goes without posting a story one update I can understand, though missing two posts/updates in a row or with any frequency is grounds to have your spot open up. You’re here because you want to be in an NES, lol. I think a 5 paragraph minimum is reasonable. Now that the ground rules are set, let’s get to it!

Players
Amesjay (Nimharuan)
Immaculate (Haven)
Bill Bisco (Aylesbury)
Laiders (Radonnor)
Need a player in Coombe View​

Note: If you want to play a particular combination that isn't allowed by the current rules, send me a pm and we'll talk. If I don't think it's mechanically abusive or breaks any cannon its on the table.
 
The Southern Aegean Sea and Surrounding Environs

Spoiler :




Haven - A sea haven established by Captain Falamar. Originally, Haven was a small pirate cove, hidden from most, which Falamar used to hide his loot. He has come to rely on it as a base as Hannah the Irin has consolidated the majority of Lanun ports and pirate captains into the Lanun Confederation. It is a loose alliance of the city-states and pirates that pledge their allegiance to Hannah. Falamar has refused to take any such oath to her and maintains Haven’s independence from all nations.

Recently, the wars of surrounding nations have caused a large influx of immigrants from multiple nationalities to seeking safety and stability in Haven. Falamar now finds his small pirate cove a bustling city, and thinks it hilarious every time the residents try to elect him governor. As Haven grows, the city finds itself trying to be more than just a pirate port and becoming a true home to its citizens. War with: none. Open Borders: Balseraphs, Khazad, Hippus.

Spoiler :

City Stats
Spoiler :
Buildings: Academy, Command Post, Elder Council, Falamar's Mansion, Granary, Library, Lighthouse, Palisade, Sea Haven, Smugglers Port, Temple of the Order
Health/Happiness: Rioting
National Civics: God King, Pacifism, Tribalism, Agrarianism
Population: 10 and growing
Religions Present: Fellowship of Leaves (State Religion), Order, Runes of Kilmorph
Resource Access: clams, cow, fish, pearls; air, chaos, enchantment, mind, nature, water.
Trade Routes: Cevedes (Amurites - free trade), Udenarat (Amurites - see previous), Nubia (Calabim - free trade), San'ta'ron (Calabim - see previous), Radonnor (Hippus - Exports: Air mana, Chaos mana; Imports: Cow, Mind mana), Khazak (Khazad - free trade), Bolans (Lanun - free trade), Paradera (Lanun - see previous), Morr'tebio (Luchuirp - Exports: Water mana; Imports: Enchantment mana)




Aylesbury - An island city and member of the Lanun Confederation. Governor Thomson has pledged allegiance to Hannah the Irin. He is a shrewd leader and uses the prophecies of the Overlords religion to further his own agenda. Aylesbury is the largest shipping hub in the southern Aegean. War With: Balseraphs. Open Borders: Hippus, Khazad, Luchuirp.

Spoiler :

City Stats
Spoiler :
Buildings: Archery Range, Asylum, Carnival, Gorilla Cage, Hunting Lodge, Lighthouse, Mage Guild, Market, Palisade, Sea Haven, Siege Workshop, Stable, Temple of the Overlords, Training Yard, Walls
Health/Happiness: Plague Outbreak
National Civics: God King, Pacifism, Apprenticeship, Foreign Trade
Population: 19 and growing
Religions Present: Octopus Overlords (State Religion)
Resource Access: ale, banana, clams, cotton, corn, copper, cow, crab, deer, dye, fish, fur, gems, horse, incense, ivory, marble, pearls, reagents, rice, silk, sugar, whale; air mana, body mana, chaos mana, earth mana, life mana, shadow mana, water mana.
Trade Routes: Nubia (Calabim - Exports: cotton, horse, water mana; Imports: Body mana, Clams, Shadow mana), San'ta'ron (Calabim - see previous), Belphemon (Clan of Embers - Exports: crab, banana, incense; Imports: gems, rice, sugar), Bruti (Ljosalfar - free trade), Dendrom (Ljosalfar - free trade), Eaca (Ljosalfar - free trade), Evermore (Ljosalfar - free trade), Hyll (Ljosalfar - free trade), Gereth Minar (Svartalfar - Exports: Air mana, Water mana; Imports: Deer, Silk)




Coombe View - The environs of the Southern Aegean are at war, and mostly because of the Balseraph. Perpentach hired the Hippus - already at war with the Khazad - with exorbitant sums of gold to attack their enemy, the Luchuirp. The Hippus invaded Luchuirp lands expecting to meet the Balseraph armies doing the same. Instead the Perpentach merely fortified his borders, leaving the Hippus to deal with a war on two fronts. The Balseraphs were content to grow fat and watch a grand spectacle as their enemies slaughtered each other. However, Rhoanna managed to bring the Lanun Confederation as a war ally against the Balseraph. Coombe View is often a ripe target for Lanun pirates of any allegiance while they desperately rely on Haven for any foreign goods. War with: Hippus, Khazad, Lanun, Luchuirp. Open Borders: Haven.

Spoiler :

City Stats
Spoiler :
Buildings: Carnival, Freak Show, Gambling House, Harbor, Mage Guild, Market, Palisade, Walls
Health/Happiness: Plague Outbreak
National Civics: Aristocracy, Religion, Apprenticeship, Foreign Trade
Population: 6 and shrinking
Religions Present: Octopus Overlords (State Religion)
Resource Access: ale, copper, cow, dye, gems, gold, horse, marble, pearls, rice; air, chaos, death, dimension, life mind, water.
Trade Routes: Braduk the Burning (Clan - Exports: Air mana, Marble, Mind mana, Water mana; Imports: Death mana, Dimension mana, Fire mana, Horse), Hezic'kul (Clan - see previous), Sorodh (Clan - see previous), Shazak (Clan - see previous), Galveholm (Sheiam - Exports: Cow, Gold; Imports: Gems, Rice)




Nimharuan - With the Hippus finding themselves at war on three fronts, Rhoanna agreed to concede this minor port to the Khazad in exchange for peace and a chance at survival. Despite the Khazad’s longstanding enmity with the horse lords, the offer of a new settlement at the cost of no dwarven lives was too good a deal to pass up. The dwarves now plan to expand this new colony in order to foster national economic growth. The local sugar crops will bring the dwarves a new source of income and probably a sweet tooth. They also have their sights set on neighboring Balseraph resources. Nimharuan is little more than the bare bones of a settlement, but is full of colonists looking to make new lives for themselves. War with: Balseraphs. Open Borders: Haven, Lanun, Luchuirp.

Spoiler :

City Stats
Spoiler :
Buildings: none
Health/Happiness: Fine
National Civics: Aristocracy, Religion, Apprenticeship, Agrarianism, Overcouncil
Population: 3 and growing
Religions Present: none; State Religion: Runes of Kilmorph
Resource Access: Ale, Cotton, Clams, Cow, Crab, Fish, Gems, Gold, Iron, Incense, Marble, Pigs, Reagents, Sheep, Whale, Wheat, Wine; Earth, Enchantment, Ice, Law, Life, Metamagic, Shadow, Spirit, Sun.
Trade Routes: Eodd (Ljosalfar - free trade), Tiriyn (Malakim - Exports: Clams, Gems, Earth Mana; Imports: Incense, Reagents, Sun mana), Latito (Sidar - Exports: none; Imports: Cow, Crab, Cotton, Metamagic mana, Shadow mana, Spirit mana), Stakrus (Sidar - see previous)




Radonnor - While Rhoanna desperately tries to fend off the golem armies of the Luchuirp, her losses on the battlefield and unpopularity have caused a rebel uprising. These rebels gather support from the war-ravaged countryside while laying siege to Radonnor. The city starves as even the most devout loyalists question their allegiance as their families go hungry, yet it still maintains its allegiance to Rhoanna. With the Luchuirp closing on the Hippus capital, the rebels argue the concession of Nimharuan is the last straw, citing the recent series of defeats as proof of Rhoanna’s weakness. After the rebels muster their forces and take the city, they plan to establish a new clan and declare independence from the Hippus nation. War with: Balseraphs, Hippus Rebels, Luchuirp. Open Borders: Haven, Lanun.

Spoiler :

City Stats
Spoiler :
Buildings: Archery Range, Elder Council, Granary, Herbalist, Market, Monument, Smokehouse, Palisade, Stable
Health/Happiness: Riots, Undersiege
National Civics: Aristocracy, Pacifism, Apprenticeship, Conquest, Overcouncil
Population: 10 and starving
Religions Present: Foxmen, Runes of Kilmorph (State Religion)
Resource Access: Ale, Copper, Cow, Fish, Sheep; Chaos, Earth, Mind, Nature, Shadow
Trade Routes: Nubia (Calabim - Exports: Earth mana; Imports: Shadow mana), Glens of Killybegs (Elohim - Exports: Nature mana; Imports: Copper), Caledor (Kuriotates - free trade), Kwythellar (Kuriotates - see previous), Naggarond (Kuriotates - see previous), Bolans (Lanun - free trade), Haven (Exports: Cow, Mind mana; Imports: Air mana, Chaos mana)
 

Attachments

  • Souther Aegean Sea.JPG
    Souther Aegean Sea.JPG
    379.4 KB · Views: 223
  • Haven.JPG
    Haven.JPG
    492.8 KB · Views: 148
  • Aylesbury.JPG
    Aylesbury.JPG
    491.8 KB · Views: 172
  • Coombe View.jpg
    Coombe View.jpg
    271.7 KB · Views: 144
  • Nimharuan.jpg
    Nimharuan.jpg
    280 KB · Views: 189
  • Radonnor.jpg
    Radonnor.jpg
    327.3 KB · Views: 163
1. Choose a starting city.

2. Choose a organization type:
In bold are the choices for types. Next to each type is a benefit that the organization has, which are for the most part are not statistics that affect your agents interaction with the world. Following that are skills which all together can be found among the members of your organization.

Academy - Researcher: When your agents attempt to learn a piece of lore, they often know where and from whom it can be obtained. Usually, this information comes from a library, scriptorium, university, or a sage.
Skills (choose 4): Arcana, History, Insight, Investigation, Medicine, Persuasion, Religion.
Base (choose 1): Academy, Asylum (Coombe View only), Herbalist, Mage Guild.

Country Folk - Rustic Hospitality: Allows your base to be located in a tile outside a city, but within the city radius. Also, since your agents come from the ranks of the common folk, they fit in among them with ease. They can find a place to hide, rest, or recuperate among other commoners (unless they have shown themselves to be a danger to them). The common folk will shield your agents from the law or anyone else searching for them, though they will not risk their lives for them.
Skills: Animal Handling, Artisanry (choose 1, may exchange other starting skills for more), Insight, Survival
Base (choose 1): Carnival, Dwarven Smithy (Nimharuan only), Forge, Herbalist, Hunting Lodge, Shop.

Crime Syndicate - Underground Network: Your agents, as long as they are at liberty, can get messages to and from you even over great distances. Specifically, they and you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages.
Skills (choose 4): Deception, Forgery, Intimidation, Stealth, Thievery
Base (choose 1): Arena (Coombe View only), Carnival, Gambling House, Shipyard, Shop.

Entertainers - By Popular Demand: Your agents can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble’s court. At such a place your agents gain recognition as a local figure (if their performances are popular) and allows you to use your influence where they are performing.
Skills: Performance, choose 3 from: Acrobatics, Animal Handling, Athletics, Intimidation, Persuasion, Thievery
Base (choose 1): Arena (Coombe View only), Carnival, Gambling House, Theatre.

Guild Artisans/Merchants - Guild Membership: Your agents can rely on lodging and food in places where the guild has influence. Guilds often wield tremendous political power, granting agents legal protections and access to government protected trade routes.
Skills: Artisanry (choose 2, can exchange 1 for Navigation), Insight, Persuasion.
Base (choose 1): Dwarven Smithy (Nimharuan only), Forge, Herbalist, Hunting Lodge, Shipyard, Shop.

Knightly Order - Position of Privilege: Your agents’ noble birth gives people the inclination to think the best of them. They are welcomed in high society, and people assume they have the right to be wherever they are. The common folk make every effort to accommodate your agents and avoid their displeasure, and other people of high birth treat your agents as members of the same social sphere. Your agents can secure audiences with local nobles if need be.
Skills (choose 4): Athletics, History, Persuasion, Religion, Strategy
Base (choose 1): Barracks, Hunting Lodge, Temple.

Soldiers of Fortune - Bad Reputation: Your agents are some of the roughest and ruthless cutthroats money can buy. No matter where they go people are afraid of them. When your agents find themselves in civilized settlements they can get away with minor criminal offenses, such as refusing to pay at a tavern or breaking down doors at a local shop, since most common folk will not report their activity to the authorities.
Skills (choose 4): Athletics, Intimidation, Navigation, Strategy, Survival
Base (choose 1): Barracks, Hunting Lodge, Shipyard, Shop.

Noble House - Position of Privilege: Your agents’ noble birth gives people the inclination to think the best of them. They are welcomed in high society, and people assume they have the right to be wherever they are. The common folk make every effort to accommodate your agents and avoid their displeasure, and other people of high birth treat your agents as members of the same social sphere. Your agents can secure audiences with local nobles if need be.
Skills: History, Persuasion, Strategy, Wealth
Base (choose 1): Academy, Arena (Coombe View only) Barracks, Dungeon, Dwarven Smithy (Nimharuan only), Forge, Gambling House, Hunting Lodge, Mage Guild, Shipyard, Shop.

Religious Order - Shelter of the Faithful: Your agents command the respect of those who share your faith, and they can perform religious ceremonies of your deity.. Your agents can expect to receive free healing and care in a city with worshippers of your faith.
Skills (choose 4): Herbalism, Insight, Medicine, Persuasion, Religion
Base (choose 1): Arena (Coombe View only), Asylum (Coombe View only), Barracks, Carnival, Dungeon, Dwarven Smithy (Nimharuan only), Forge, Gambling House, Herbalist, Hunting Lodge, Shipyard, Shop, Temple, Theatre.​

3. Determine Skills and your Base:) Using skills requires you to commit an available unit, and your organization having the appropriate skill. Agents can perform any skill your organization has. Combat units can only utilize Athletics, Acrobatics, Intimidation, or Strategy. Recon units can use all skills Combat units can use plus Animal Handling, Navigation, and Survival. Disciple units use skills associated with their religion (which will be disclosed to Religious Orders when they choose a religion). Arcane units can use Arcana and skills associated with the spell spheres they know (which will be disclosed when chosen). Each organization has a skill set, and sometimes you get to choose from a defined list. These are all of the skills in this rule set: Animal Handling, Arcana, Artisanry (choose craft), Athletics, Deception, Intimidation, Forgery, Herbalism, History, Insight, Investigation, Medicine, Navigation, Performance, Persuasion, Religion, Stealth, Strategy, Survival, Thievery, Wealth.
Note: Starting base isn't free. So if you spend all your starting gold on a building that costs 250g, your treasury will have 0g. Also, every organization will start with 1 free agent and 1 free Work Team.​

Skills
Spoiler :
Animal Handling: Your agents have spent lots of time around animals. They know how to raise livestock, domesticate animals and train them.

Arcana: Your agents have spent countless hours studying lore about spells, magic items, eldritch symbols, magical traditions, planes of existence and their inhabitants.

Artisanry: Your agents are experts at a particular craft, and with access to the proper tools and raw materials can create goods and sell them professionally.

Athletics: Your agents are trained to deal with physically challenging situations while climbing jumping or swimming.

Acrobatics: Your agents are trained to stay on their feet in physically challenging situations like running across a sheet of ice, balance on a tightrope, and can can perform acrobatic stunts including dives, rolls, somersaults, and flips.

Deception: Your agents are skilled at hiding the truth and misleading others through ambiguity, fast talking, and outright lies.

Intimidation: Your agents know how to effectively coerce others through overt threats, hostility, and physical violence.

Forgery: Your agents are skilled with creating exacting physical replicas of documents, coinage, and art, in addition to spotting other forgeries.

Herbalism: Your agents are proficient with identifying different herbs, and using those herbs to create remedies or poisons.

History: Your agents are well versed with lore involving historical events, and politically influential people.

Insight: Your agents are skilled in determining the true intentions of others, often gleaning clues from body language, speech habits, and changes in mannerism.

Investigation: Your agents are trained to look for clues and make deductions based on those clues.

Medicine: Your agents are trained to diagnose and treat illness, disease, and physical trauma.

Navigation: Your agents are proficient in charting a course over long distance and the use of the astrolabe, compass, maps, and charts.

Performance: Your agents are skilled in delighting audiences with music, dance, acting, storytelling, or other forms of entertainment.

Persuasion: Your agents know how to influence others by appealing to their emotions as well as using well reasoned arguments.

Religion: Your agents are well versed with lore involving deities, religious hierarchies, sacred rites, ceremonies, prayers, and holy symbols.

Stealth: Your agents are trained to conceal themselves from enemies, slink past guards, and slip away without being noticed.

Strategy: Your agents are skilled in determining important objectives, and the use of warfare and cunning to achieve those objectives. They are also proficient in conducting troops in battlefield tactics and maneuvers.

Survival: Your agents are trained to follow tracks, hunt wild game, predict the weather, and to avoid natural hazards.

Thievery: Your agents are skilled with legerdemain, pick pocketing, opening locks, and disarming traps.

Wealth: Your agents are skilled in accounting, business, or investing. In addition, your agents know how to utilize the proper application of wealth to yield favorable results, whether it be tipping the right people or bribing the proper officials.


Buildings
The first building you buy is your organization's "Base." It is the center of your operations, and where new units start. As play progresses, there will be opportunities to purchase new buildings in foreign cities, and the ability to change your base. Most buildings requires at least 1 Work Team or 1 Agent to staff it, and without that the building does not function. Each entry notes what staff it requires to operate. An unstaffed building produces no income and any access the building grants is revoked until it is staffed. Sometimes adding more staff to a building increases its effectiveness.
Spoiler :
Academy, 120 gold - Requires Academy type. 1g profit/turn from state funding. Staff: 1 Agent, to educate students. More units may yield additional benefits.

Arena, 100 gold (Coombe View only) - 1g profit/turn per 3 population. Can train Axe/swordsman. Can have units fight in the arena. There is a chance those units will die, and if they survive gain experience. Also, if the unit not only survives but wins there is a chance for greater profit. Staff: 1 Work Team, for maintenance. More units may yield additional benefits.

Asylum, 150 gold (Aylesbury only) - 1g profit/turn from state funding. Can buy units with Crazed & Enraged. Units you own are not affected by these promotions while in this city. Staff: 1 Agent, to care for wards. More units may yield additional benefits.

Barracks (Archery Range, Stable, Training Yard), 100 gold - Can build Warriors, Archers, Horsemen. Choose which kind of barracks when purchased. Staff: 1 Work Team, for maintenance.

Carnival, 120 gold - 1g profit/turn per 2 population. Performance is more effective in this city. Staff: 1 Agent, who is the main attraction. More units may yield additional benefits.

Dungeon, 160 gold - 1g profit/turn per 4 population. Can buy prison labor (slave) for 30g. Staff: 1 Work Team, for maintenance. More units may yield additional benefits.

Dwarven Smithy, 250 gold (Nimharuan only) - 1g profit/turn per 3 population. +20% production, and a further +10% for access to bronze, iron, and mithril. Staff: 1 Agent, who serves as master craftsman. More units may yield additional benefits.

Forge, 250 gold, - 1g profit/turn per 3 population. +25% production. Staff: 1 Agent, who serves as master craftsman. More units may yield additional benefits.

Gambling House, 200 gold - 1g profit/turn per 1 population. Staff: 1 Work Team, for dealers and servers. More units may yield additional benefits.

Herbalist, 120 gold - 1d4 gold profit/turn. Units heal 10% faster while in this city. Staff: 1 Agent, who severs as the apothecary. More units may yield additional benefits.

Hunting Lodge, 100 gold - Can build Hunter, Ranger, or Assassin. Get 1g profit/turn for access to deer, and 2g profit/turn for access to fur. Staff: 1 Agent, who serves to train new units. More units may yield additional benefits.

Mage Guild, 120 gold - Can build Adepts. Staff: 1 Agent, who serves to train new units. More units may yield additional benefits.

Shipyard, 200 gold - 4g profit/turn. +25% production for naval units. Staff: 1 Agent, to serve as master craftsman, and 1 Work Team, for labor. More units may yield additional benefits.

Shop, 60 gold - 1g profit/turn per 2 population. Artisanry is more effective in this city. Staff: 1 Agent, to serve as master craftsman. More units may yield additional benefits.

Temple, 120 gold - Requires Religious Order type. 1g profit/turn per 4 population (per 3 population instead if your religion is the state religion), can build priests. Staff: 1 Agent, who serves as the temple's clergyman. More units may yield additional benefits.

Theatre, 250 gold - 2g profit/turn per 3 population, and +1g profit/turn for access to dye. Staff: 1 Agent, who is the main attraction, and 1 Work Team, for maintenance. More units may yield additional benefits.


4. Choose a leader trait.
Spoiler :
Aggressive: Add Intimidation to your skills.

Arcane: Add Arcana to your skills.

Charismatic: Add Persuasion to your skills.

Creative: Add Performance to your skills.

Dexterous: Add Acrobatics to your skills.

Expansive: Add Navigation to your skills.

Financial: Add Wealth to your skills.

Horselord: (Radonnor only) Add Animal Handling to your skills.

Industrious: Add Artisanry (choose 1) to your skills.

Insane: (Coombe View only) Choose 1 skill you do not know. There is a chance after each update this skill will be replaced by a different skill you do not know.

Organized: Add Strategy to your skills.

Philosophical: Add Insight to your skills.

Raiders: Add Survival to your skills.

Sinister: Add Deception to your skills.

Spiritual: Add Religion to your skills.


5. Spend starting gold.
You start with 250g. Subtract the cost of your base from this total. Then spend as much as you want from the rest on units or buildings which will be located in your capital. Since units are main way of getting things done and interacting with the world, you should purchase at least 1 unit, and probably an agent if nothing else. You can buy any unit you fulfill the requirements for, and any unit that has no requirements.

Units: Using your starting gold, you can purchase units in addition to the ones granted you for free. Units can utilize skills each turn, unless they are assigned as to a building you as Staff (with the exception of Agents). Units that aren't combat or recon units can also spend a turn changing cities, when changing cities no the unit can not utilize skills for the turn, and may cost a little gold. Combat and recon units have land based movement equal to their Civ4 stats, and move that many tiles along the map according to movement in Civ4. Combat and Recon units can both move and use a skill each turn.

Tier 1
Spoiler :
Acolyte, 60 gold - Requires Religious Order. A low level initiate, that can be used for a variety of tasks. Knows rudimentary medicine and can spread the good word.

Adept, 90 gold - Requires Mage Guild. An apprentice magic user. Starts with 3 spell spheres your city has access to.

Agent, 25 gold - A lightly armed unit with a variety of uses, and trained in all of your organization's skills. Good for carrying messages, exploring, and anything else that doesn’t involve a frontal assault or heavy labor. They can be assigned as staff to a building you own and still utilize a skill.

Warrior, 25 gold - When you want to pack a punch, and someone who can throw that punch. Warriors are used for violence and the threat of violence.

Work Team, 75 gold - For manual labor, a team of ten untrained workers. Useful for plowing fields to constructing buildings, and staffing those buildings and improvements.
Spoiler :
Improvement (turns for a work team to build): Benefit.
Camp (4 turns):
Cottage (4 turns):
Farm (5 turns):
Fort (8 turns):
Lumbermill (8 turns):
Mine (4 turns):
Pasture (4 turns):
Plantation (5 turns):
Quarry (6 turns):
Windmill (5 turns):
Winery (5 turns):
Workshop (6 turns):

Tier 2
Spoiler :
Archer, 60 gold - Requires Barracks (archery range). When you want a warrior that can kill from a distance.

Axe/Swordsman, 60 gold - Requires Barracks (training yard). When you want a warrior with weapons expertise.

Horseman, 120 gold - Requires Barracks (stable). When you want a warrior and an experience rider.

Hunter, 60 gold - Requires Hunting Lodge. An outdoorsman proficient in wilderness survival and dealing with wildlife.

Mage, 180 gold - Requires Mage Guild, can upgrade a level 4 Adept for 50% of cost. A proficient magic user, powerful in its own right.

Priest, 180 gold - Requires Temple, can upgrade a level 4 Acolyte for 50% of cost. A powerful member of the faith and capable of channeling the divine into miracles.



This is what a Stat Block should look like:

Organization Name
Organization Type
Leader (Trait)
Renown: 0
Income: +0g/turn
Treasury: 250g
Base (City):
Buildings (City): none.
Units: none.

How to Submit Orders
Spoiler :
PM me the following:
1. List each unit and the city they are in (in parentheses).
2. Then put what skill they are using for the turn.
3. Add any additional information you like to give me.
4. Then post here that you submitted your orders.

Sample:

Mithril Mint
Agent 1 (Coombe View): Using the Wealth skill. This agent is managing the Bank in this city, to generate revenue.
Agent 2 (Coombe View): This agent is traveling this turn to Murousbane.
Agent 3 (Aylesbury): Using the Persuasion skill. This agent is going to attempt to persuade the governor to subsidize the construction of a Bank in Aylesbury.
Work Team 1 (Coombe View): Staffing my Bank in Coombe View as a maintenance team.
Horseman 1 (Coombe View): Moves to Jubilee along the road.
Horseman 2 (Coombe View): Moves 1sq directly south, then sw, then south. Uses Intimidate on the farmers in last square to dig up information on the criminal that robbed my bank in Coombe View.

If you have questions I'm just a PM away.
 
I'm very inretested, but won't be able to properly participate until the end of February. Assuming this can keep going based off the DnD bit of it, I'll jump in when I'm free.
 
Welcome, this sounds interesting! I may join in if I have the time.

BTW, none of the images are showing for me...?
 
So here are my thoughts while making the mechanics. First, I want it to simulate the 4x style, namely in strategic expansion. Buildings need to earn you a base income, and agents/units are how you spend that starting income to grow exponentially by taking risks and using those agents to further ones interests. Just have a further few points to hammer out, such as what I want each buildings effects to be specifically, and how I want agents/units to be used to implement skills. Anyone familiar with 5e will notice the similarity to D&D backgrounds. It's because I'm trying to build a game that can cross the boundaries between the NES and the RPG. Any feedback, thoughts, ideas, or questions are welcome.
 
City: Nimharuan
Organisation Type: Guild Artisans/Merchants
Skills: Artisanry (Metalworking, Woodworking), Insight, Persuasion
Leader Traits: Industrious (+Stoneworking)

Nimharuan Craft Company
Guild Artisans/Merchants
Thuran Strunhar (Industrious, +Stoneworking Artisanry)
Income: +1.5g/turn +1d4g/turn
Treasury: 20g
Units: 3 Agents, 1 Work Team
Base: Nimharuan (Shop)
Buildings (City): Shop (Base), Herbalist
Renown:

Does income round down or up or just stay as a fraction?

Thuran Strunhar Backstory:
Spoiler :
As an ageing stoneworker, Thuran had accumulated very little of the gold that dwarves such as he desired. Though he was very skilled, and would be considered a master craftsmen by most standards, among his clan of dwarves he was considered to be at best only mediocre. In his old age, Thuran pondered and wished for that one chance to gain a name for himself, along with the riches and glory that accompany fame. But alas, there was just no opportunity for a stoneworking dwarf among dwarves, for his skills were simply commonplace.

With the sudden changing of hands in regards to Nimharuan, Thuran saw his chance. He quickly packed up some of his finest wares, tools, what little money he did have and gathered his three apprentices to head off for Nimharuan. Arriving there he realised that he'd been right and that the gods had blessed him this day. For he found a small city (so small he'd argue it was simply a village) but its citizens were full of hope and ambition. Thuran set to work, purchasing a small piece of land upon which he setup a shop from which to sell his wares and a herbalist from which he could sell some of the dwarven herbal medicines for a hefty price in a village without much in the way of doctors. Whilst Thuran would have most desired to setup a Dwarven Smithy, he lacked the funds, but believed that in time he would construct a fine smithy rivalling the largest forges of the Dwarf lords. But for now, he set his sights upon the construction work that would undoubtedly bring his craftsmen much work and money.
 
Your pictures do not work because they come from a board where you need to log in to see them (I suspect). While you (and some others) might be able to see the pictures, if you want to the rest of us to see them, copy them and upload them to imgur then make the image links to the imgur site.

Thanks.
 
thx. think its fixed

@amesjay: it's still kind of a ruleset in progress. didn't get around to that part yet. I think I'll do that today.

EDIT: folding intel agency into crime syndicate and getting rid of some other dead weight. stats were practically clones and what is an intel agency other than organized crime with a national allegiance. if anyone wants to play that angle they can still do so with the crime syndicate.

EDITEDIT: All that's left is defining building benefits.
 
As I said before, I'd very much like to join in, but won't be able until late February. If you need players, it might be worth spreading word in the Iot forum or over at the Frontier. I want this to be around when I can play :p
 
City: Nimharuan
Organisation Type: Guild Artisans/Merchants
Skills: Artisanry (Metalworking, Woodworking), Insight, Persuasion
Leader Traits: Industrious (+Stoneworking)

Nimharuan Craft Company
Guild Artisans/Merchants
Thuran Strunhar (Industrious, +Stoneworking Artisanry)
Income: +5g/turn
Treasury: 0g
Units: 2 Agents
Base: Dwarven Smithy
Buildings (City): Shipyard
Renown:

Dunno if my name is suitable for dwarves of this region

I like it.
 
Organization Name: Dreamland Home for Children
Organization Type: Crime Syndicate (RP: street orphans)
Leader (Trait): Father Youlin-Sa (spiritual)
Skills: Deception, Intimidation, Stealth, Thievery, Religion
Renown: 0
Income: +1g/turn
Treasury: 0g
Base (City): Haven
Buildings (City): Asylum (RP: its actually an orphanage but an asylum was closest to that)
Units: 5 agents (Sisters Sabwah and Tinmaman, and three of the older children)
 
Help me understand why would I want anything but Aylesbury. 19 pop is a huge start compared to the others. Also I don't understand the buildings listed under there, am I limited to those buildings? How many turns pass every 2 weeks? I claim Aylesbury btw
 
mainly because its not a nice place to be. The governor is corrupt and it is under the sway of the Overlords. If all your after is gold, go for it. Hope you can survive. :satan:

The building list for the city entries are just lists of whats already there. They don't prohibit limit you in your choices, just there to give players an idea of what the city is like.

EDIT: Made a little change, every organization starts with 1 free Agent. And to clarify, your starting building is not free. 1 turn passes per update.
 
I don't understand. I can build more than one building for my organization right? (Ex forge barracks and temple)
Can I own the same building and benefit (ex. Own 2 temples and get more gold or own 2 barracks)

How does production rather than buying work?

I'll submit my choices once I understand.
 
Top Bottom