In the Valley of Shadow

EQandcivfanatic

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Introduction

The Nations rose and fell over thousands of years, and we fought amongst ourselves, never knowing that the true threat watched and waited from abroad. The greatest war of them all had erupted and millions had been mobilized to arms across the lands. Then to our horror, our civilization disappeared in a rain of fire. Every city disappeared under a cloud shaped like mushrooms, and governments evaporated. When the invasion came we were ill prepared to face the Watchers. They wielded weapons of untold firepower and devastation and the armies which still stood fell quickly before them. The decimated cities were utterly and completely annihilated and no voices would emerge from their ruins. Our people were lost.

Now fifty years later, the Watchers lay quiet within their walled settlements and few have seen signs of them in more than half that time. Their machines work only out of sight and people have found courage to leave their refuges once more. Warlords and leaders bring their people out of the rubble in hopes of a bright new future. What settlements have been salvaged are now centers of new civilization. The question which now remains is will the Watchers return, and will civilization be allowed to be reborn…


This NES is based on a Civilization 3 game I recently played as I practiced for upcoming games. As an evil player I determined to nuke the entire opposite continent, leaving no terrain unspoiled by the radiation. This is sort of a fresh start NES, and I’ve left the history intentionally vague. I leave it to the players to fill in the background. Rules on this are below. Despite my hope for a good story, I would like to express the fact that this is a more competitive game rather then previous NESes I have done. There is a way to achieve victory and only one player will do so. I hope ya’ll enjoy this NES, but I offer a warning. A Brave New World is my primary concern and should a conflict emerge, this would be the NES to fall by the wayside.

Map Information

Originally I was going to put this section further below, but decided it might be best to have it near the top for easier future reference. The terrain map is rather simple. Grey area is mountains, green is lush land, dark green is swamp or jungle, and tan is desert or wasteland. More important is what the symbols on the map stand for:

Large Circles: Watcher Settlements, my recommendation is to stay far, far away. The closer you get, the higher your risk of attack by the Watchers. These are obviously not allowed to be starting settlements.

Small Circles: These are oil derricks. Oil derricks are allowed to be starting settlements. As a starting settlement they are more vulnerable and detectable to the Watchers, but have advantages as well. These platforms allow not only the construction of more advanced units, but a more powerful economy too.

Large Squares: These are ruined cities. Ruined cities are allowed to be starting settlements. As a starting settlement they have no significant pros or cons, but are mid range. They provide more people as a capital than oil derricks or mines.

Small Squares: These are mines. Mines are allowed to be starting settlements. As a starting settlement they are not as useful economically or with a high population, but are much harder for the Watchers to detect and destroy.

Starting Your Faction

It’s been a while since I’ve done anything in fresh start style, but here we go once more. The first step to setting up your faction is to select a location on the map. You can attempt to describe where you want to be or simply circle it on the map then post it with your faction placement. You must select one of the small circles or either size of square to be your capital. If you look above under the Map Information section, details on the pros and cons of each capital will be discussed. Otherwise, just fill out the easy to use template below, and yes, you have to fill out the background too:

Nation Name:
Government:
Capital City Name and Type:
(See above to Map information for recommendations and types)
Background:

Rules on Background and Roleplaying

As the history for this NES is more or less blank, I rely on you players to fill in the gaps. Therefore it is of utmost importance that you obey a few basic rules. First, do not conflict information posted in a story before yours or in another nation’s background. Second, be courteous to others, even if they seem to have made less of an effort to develop their country. Stories are nice, and plotting is even more fun. Have fun with your country, they can be crazies, or normal, they can have real life names or something fantasy. The only rule is that they are human.

Sample Stats

The Enclave
Government: Presidential Dictatorship
Capital City: Washington D.C. (Ruined City)
Capital City Possessions: Neighborhood (1)
Economic Points: 0 (+1)
Population: 0 (+2)
Oil: 0 (+0)
Watcher Attack Risk: 0% (+1%)
Army: 100 Infantry, 15 Light Tanks
Navy: 1 Destroyer

Government

Government in this NES is more or less just a “flavor” stat. This merely reflects what sort of nation you have and if there’s an NPC that has a similar government, they may be more likely to ally with you. Be as creative as you’d like when creating your government, it has relatively little bearing upon the game.

Capitol City and Development

Your capital city is the center of your empire and is your most important asset. Each of the three possible types of capital cities can be developed in different directions. As stated in the map information section the capitols depend on where you establish them. Think very carefully, when you pick a capitol, you cannot change it unless it is utterly destroyed. Below are the three different types of capitols and costs for what they can develop. The Capitols are the only part of your empire which can be upgraded, and therefore are rather important. This list is subject to change as the NES progresses.

Oil Derrick

The Oil Derrick provides a base which emphasizes research and military production.

Habitats (Cost: 3 EP) : This is the basic requirement for a capitol oil derrick. These represent living quarters for the inhabitants of the capitol. Each habitat built provides +1 Population a turn. Habitats are also required for larger constructs. Each habitat built increases the threat of a Watcher attack by 2% a turn. Capitol derricks come with one habitat.

Bazaar (Cost: 5 EP, Requires at least 1 Habitat): Bazaars are useful for the capital because they recognize the reborn trade and prosperity which oil trade can bring to the world. These provide +1 EP.

Combustion Center (Cost: 10 EP, Requires at least 2 Habitats): These allow the construction of all motorized and naval units, which are useful for combat in the wastes. Provides +1 Oil.

Research Center (Cost: 10 EP, Requires at least 3 Habitats): The Research Center will provide more technologies over time which will allow the construction of both new units and new improvements for the capital. Increases the threat of a Watcher attack by +5% a turn

Fortifications (Cost: 10 EP, Requires at least 4 Habitats): Fortifications make it easier to protect your capitol from both Watcher and player attack. Also allows the training of elite infantry.

Concealment Systems (Cost: 5 EP, Requires at least 5 Habitats): These reduce the amount of threat of a Watcher attack by 1% for each one you build. You may understand why these be good.

Oil Refinery (Cost: 10 EP, Requires at least 5 Habitats): These are special buildings available only to the oil derrick capital. These double the amount of vehicles you produce for each EP. Provides +5 Oil.

Air Field (Cost: 10 EP, Requires at least 5 Habitats, and Flight Technology): These are buildings which enable the construction of more advanced aircraft. Creates +2% Watcher Threat and +1 EP each turn.

Ruined City

The ruined city emphasizes population over other stats and is a middle of the road starting location.

Neighborhood (Cost 3 EP): This is the basic requirement of a ruined city. These represent the living quarters for the people of the capital. Each Neighborhood provides +2 population a turn. Neighborhoods are also required for more sophisticated buildings. Each Neighborhood increases the threat of a Watcher attack by 1% a turn.

Marketplace (Cost: 5 EP, Requires at least 1 Habitat): The Marketplace is the center of a town which is being rebuilt, showing a rebirth of civilization. This provides +1 EP.

Fortifications (Cost: 10 EP, Requires at least 2 Habitats): Fortifications make it easier to protect your capitol from both Watcher and player attack. Also allows the training of elite infantry.

Combustion Center (Cost: 10 EP, Requires at least 3 Habitats): These allow the construction of all motorized and naval units, which are useful for combat in the wastes.

Concealment Systems (Cost: 5 EP, Requires at least 4 Habitats): These reduce the amount of threat of a Watcher attack by 1% for each one you build. You may understand why these be good.

Research Center (Cost: 10 EP, Requires at least 5 Habitats): The Research Center will provide more technologies over time which will allow the construction of both new units and new improvements for the capital. Increases the threat of a Watcher attack by +5% a turn.

Salvage Center (Cost: 10 EP, Requires at least 5 Habitats): The Salvage Center is unique to the Ruined City capitol. The Salvage Center doubles production of basic units (i.e. nothing that requires special buildings) for their regular costs. It may also help speed research development if a Research Center is built.

Mine

The mine emphasizes economic production and stealth from the eyes of the Watchers.

Underground Shelter (Cost 3 EP): This is the basic requirement of a mine. These represent living quarters of the people of the capital. Each Shelter provides +1 Population a turn. Shelters are required for more sophisticated buildings. These buildings do not provide any increase in Watcher Risk.

Mine Expansions (Cost 5 EP, Requires at least one Habitat): This is the further exploitation of the minerals and resources found below the surface of the earth. Provides +1 EP each year.

Concealment Systems (Cost: 5 EP, Requires at least 2 Habitats): These reduce the amount of threat of a Watcher attack by 1% for each one you build. You may understand why these be good.

Fortifications (Cost: 10 EP, Requires at least 3 Habitats): Fortifications make it easier to protect your capitol from both Watcher and player attack. Also allows the training of elite infantry.

Research Center (Cost: 10 EP, Requires at least 4 Habitats): The Research Center will provide more technologies over time which will allow the construction of both new units and new improvements for the capital. Increases the threat of a Watcher attack by +5% a turn.

Combustion Center (Cost: 10 EP, Requires at least 5 Habitats): These allow the construction of all motorized and naval units, which are useful for combat in the wastes.

Power Drilling Station (Cost: 10 EP, Requires at least 5 Habitats): This increases your total EP production a turn by 50%. Provides +1 oil a turn from the mine.

Economy

The economy in this NES is based on economic points which are acquired in two manners. They come from improvements to your capitol or from the capture of other sites on the map. Various sites provide different levels of economic points. You will have to use your military from your starting site to seize the other points. Each of these sites provides a different advantage, discussed in greater detail in below sections. Remember though, each site you take will raise the risk of a Watcher attack.

Oil Derrick: Required for producing and operating vehicles. +1 Oil a turn.

Ruined City: Provides basic salvage, but you may find help from the ruins, giving you a larger population base. +1 Population a turn.

Mine: Provides valuable minerals and ore for trade, give direct economic points. +1 EP a turn.

Population

The population is what you desperately need for the recruitment of your military. The higher your population the better. This can be raised from improvements within your capitol as well as from the capture of ruined cities.

Oil

Oil is acquired from oil derricks, and is used in the construction of vehicles of all shapes and sizes. The more you have the better units you can create.

Trading

All stats (economy, population, and oil) can be traded among players. There is no restriction on what can be traded.

Military and Warfare

Military is not unlike its use in other NESes. They go out and take stuff from other people. Some units are faster than others, so take that into account. Remember, some units require certain capitol buildings to be constructed.

Basic Units (No required Buildings)

Irregulars: 1 Population for 100 Irregulars. These are people armed with whatever they can find lying around. Not recommended for anything but last ditch defense.
Militia: 1 EP and 1 Population for 100 Militia. These are light ground forces, likely to provide the bulk of a military.
Infantry: 2 EP and 1 Population for 100 Infantry. These are regular ground forces, hard to find in a climate like this.
Cavalry: 3 EP and 2 Population for 100 Cavalry. The best of originally available forces, and the quickest too.

Yacht: 1 Population, 1 Oil for 2 Yachts. These are basic pleasure ships converted to light maritime warfare.

Biplane: 2 Oil for 1 Biplane. These are basic aircraft, which are slow moving, but good against infantry and light vehicles. Requires Flight Technology

Combustion Center Units

Technical: 1 EP, 1 Population, and 1 Oil for 20 Technicals. These are converted civilian vehicles into war machines.
Light Tank: 1 EP, 1 Population, and 2 Oil for 10 Light Tanks. These are regular tanks of a light and fast caliber.
Medium Tank: 2 EP, 1 Population, and 2 Oil for 10 Medium Tanks. These are average tanks in all respects, good in almost all situations.
Heavy Tank: 3 EP, 1 Population, and 2 Oil for 5 Heavy Tanks. These things can kick ass, you could kill the world with one of these. Building these increases threat of Watcher attack by 0.5% for each purchase.

Destroyer: 1 EP, 1 Population, 1 Oil for 1 Destroyer. These are regular military craft, building one increases the threat of Watcher attack by 0.5% with each purchase.
Cruiser: 1 EP, 1 Population, 2 Oil for 1 Cruiser. These are heavier military craft, building one increases the threat of Watcher attack by 1% for each purchase.
Battleship: 5 EP, 3 Population, 5 Oil for 1 Battleship: These will sink any other player craft on the seas, but building one raises the threat of Watcher attack by 2%

From Fortifications

Elite Infantry: 2 EP, 1 Population for 50 Elite Infantry. These guys will smash anyone who opposes them, good at tank busting.

From Air Field

Fighter: 1 EP, 2 Oil for 1 Fighter. These are basic air to air craft.
Bomber: 2 EP, 1 Population, 2 Oil for 1 Bomber. These are heavy anti-ground weapons. Raise Watcher Threat by .5% for each one built.

Updates and Orders

Very Important: Please post orders under spoilers IN THE THREAD. Not by Private Message. Anything sent by Private Message may well get deleted in the process of updating A Brave New World.

Updates will be as frequently as possible (aiming for 2-3 a week). They will be very simple, close to board game style with minimal story thrown in.


Victory

Yes, there is a winner of this NES. Whoever successfully destroys all other players and drives out the Watchers (or just defeats all other player nation) will win.

Conclusion

That about covers things, if you have any questions on the rules, please post. Otherwise my recommendation is to read them thoroughly lest you ask a question that I don’t answer because it is clearly in the rules. I hope ya’ll enjoy this NES, as you can see a considerable amount of effort went into its development.

Terrain Map

The starting political map will follow on a post after the reserved stat post.
 
Amure City University Faculty Protectorate thomas.berubeg
Government: Administrative Council
Capitol City: Amure City (Ruined City)
Capitol City Possessions: Neighborhood (1)
Economic Points: 3 (+1)
Population: 20 (+7)
Oil: 11 (+3)
Watcher Attack Risk: 48% (+12%)
Army: 100 Infantry, 100 Cavalry
Navy: none

Defense Institute Incorporated: Adrogans
Government: Military Corporation
Capital City: The Hexagon (Oil Derrick)
Capital City Possessions: Habitat (2), Bazaar (1)
Economic Points: 1 (+4)
Population: 8 (+2)
Oil: 9 (+2)
Watcher Attack Risk: 28% (+5%)
Army: 500 Irregulars, 100 Infantry, 100 Cavalry
Navy: none

Empire of Ned: bestshot9
Government: Elected Dictatorship
Capitol City: City of Ned (Ruined City)
Capitol City Possessions: Neighborhood (2)
Economic Points: 2 (+2)
Population: 14 (+3)
Oil: 4 (0)
Watcher Attack Risk: 5% (+1%)
Army: 400 Militia
Navy: none

SWAS: SoldierChild
Government: Despotism
Capitol City: The Archaic City (Oil Derrick)
Capital City Possessions: Habitat (2)
Economic Points: 1 (+1)
Population: 6 (+4)
Oil: 7 (+2)
Watcher Attack Risk: 40% (+6%)
Army: 200 Irregulars, 300 Militia, 100 Infantry
Navy: none

The Brotherhood of Darkness:human-slaughter
Government; Oligarchy
Capitol City: Corriban (Ruined City)
Capitol City Possessions: Neighborhood (1)
Economic Points 4 (+1)
Population: 10 (+3)
Oil: 5 (+1)
Watcher Attack Risk: 27% (+5%)
Army: 150 Infantry
Navy: none

The Golden Horde: Nailix
Government: Military Dictatorship
Capitol City: The Golden Halls (Mine)
Capitol City Possessions: Underground Shelter (1)
Economic Points: 7 (+2)
Population: 11 (+5)
Oil: 2 (0)
Watcher Attack Risk: 19% (+4%)
Army: 100 Militia, 200 Cavalry
Navy: none

The Legions: Germanicus12
Government: Military Hierarchy
Capitol City: Legions HQ (Oil Derrick)
Capital City Possessions: Habitat (1), Bazaar (1)
Economic Points: 3 (+2)
Population: 11 (+3)
Oil: 8 (+2)
Watcher Attack Risk: 27% (+8%)
Army: 150 Militia, 200 Infantry
Navy: none

The Nation: orangelex44
Government: Civilian Cooperative
Capitol City: Ville (Ruined City)
Capitol City Possessions: Neighborhood (2), Marketplace (1)
Economic Points: 1 (+4)
Population: 7 (+3)
Oil: 12 (+1)
Watcher Attack Risk: 28% (+3%)
Army: 500 Irregulars, 250 Militia, 100 Infantry
Navy: none

The New Church: Shadowbound
Government: Theocracy
Capitol City: The City on the Hill (Ruined City)
Capital City Possessions: Neighborhood (4), Marketplace (1), Concealment Systems (2)
Economic Points: 0 (+13)
Population: 11 (+5)
Oil: 8 (+0)
Watcher Attack Risk: 0% (-1%)
Army: 350 Militia, 200 Infantry
Navy: none

The Supreme Court’s Jurisdiction: Warman17
Government: Kritocracy
Capitol City: Deeplaw (Mine)
Capitol City Possessions: Underground Shelter (4), Concealment Systems (1)
Economic Points: 8 (+8)
Population: 11 (+5)
Oil: 4 (+1)
Watcher Attack Risk: 20% (+3%)
Army: 300 Militia, 100 Infantry, 100 Cavalry
Navy: none

Watcher’s Refuge: Justo
Government: Anti-Watcher Confederation
Capitol City: Pain City (Ruined City)
Capitol City Possessions: Neighborhood (4), Marketplace (1)
Economic Points: 0 (+4)
Population: 17 (+8)
Oil: 11 (+2)
Watcher Attack Risk: 43% (+7%)
Army: 150 Militia, 100 Infantry
Navy: none

Yahkman Group for Survival and Prosperity: Icekommander
Government: Noble Republic
Capitol City: New Yahkma (Ruined City)
Capitol City Possessions: Neighborhood (3), Marketplace (1)
Economic Points: 2 (+3)
Population: 8 (+8)
Oil: 4 (0)
Watcher Attack Risk: 0% (+6%)
Army: 1000 Irregulars, 200 Militia
Navy: none

Minor Nations
 
Here is the starting political map for ya'll to use to pick out where you want your faction to start.
 
Defense Institute, Inc
Government: Military Corporation
Capital City: The Hexagon, Oil Derrick (In North Please)
Background: Originally the largest weapons manufacturer in the world, they secretly included oaths of allegiance from the employees. After the war the survivors of the company reorganized as per the company SOP in case of post apocalyptic scenarios. They intend to use their know how and drive to remove the watchers, and form a new world order as a secondary goal.
 
@Adrogans: A for effort, but please see the starting your faction section for setting things up.
 
Nation Name: Rapture (OOC, not part of name: Bioshock is such a sweet game...)
Government: Republic
Capital City Name and Type: Arcadia, mine
Location: Southernmost mine on the western coast.
Background:
A group that originally declared its independence near the beginning of The War in an attempt to set up a better society, they were bombed by the enemy no less and are now trying to rebuild.
 
Nation Name: The Supreme Court's Jurisdiction
Government: Kritocracy
Capital City Name and Type: Deeplaw (Mine)
Background: As fire and death struck the known world from the skies a large number of people fled from their cities and towns to previously uninhabited regions of the world. One such place would become known as Deeplaw, an old coal mining facility located outside the city of Saint Germain. As bandits roamed the countryside, the people who fled to Deeplaw elected officials to lead them through these trying times. Eventually these councilmen wrote of The New Law under which the people would live, they themselves becoming judges who arbitrated all disputes under the law. As time went on the council was referred to as The Court, its officials as judges. Now, 50 years later, most original judges have died leaving a second, still old, generation to guide The Supreme Court and they have ruled in favor of themselves - to become leaders of this world.
 

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"If God did not exist, it would be necessary to invent him."
-Voltaire (Author, philosopher, satirist, all-around French dude)


Nation Name: The New Church
Government: Theocratic Federation
Capital City Name and Type: The City on a Hill (Westernmost City, on the coast)
Background: The Old God is dead, killed by vice and excess, succor to the sullied and tolerance of the misguided. The cleansing of the world was the birth of the New God, who will not stand idly by while his children on Earth wander without a beacon. There is no empathy left, only judgement by the sinless. There is no mercy to be found, only purification by fire. There is no forgiveness for the faithless, only wrath at those who would ignore their own destiny. So believes the New Church, a band of religious techno-zealots that survived the fall of civilization on a single principle: be more ruthless than the competition.
 
Nation Name: SWAS
Government: Despotism
Capital City Name and Type: The Archaic City, Oil Derrick(top middle island either derrick doesn't matter)
Background: After the last battle of the War, surviving soldiers banded together in search of a new home. They wondered the barren waste lands for years being weary of the watchers and staying clear of them by any means necessary. Any man wounded or too slow to continue on, was shot on the spot and left behind. They came upon a body of water and sailed till they found land, it is here where they settled and set up a new life. Now 50 years later SWAS has become a city of the strong ruled by the grandsons of the founding Soldiers. There is no room for the weak in SWAS only the strong.
 
Nation Name: Amure City University Faculty Protectorate
Government: Administrative council (leftovers of the University's faculty)
Capital City Name and Type: Amure City (ruined city at northernmost end of the eastern part of the main continent
Background: When the bombs fell, many refugees fled to the underground university complex of the City of Amure, and so were protected from the blasts. Initially, at least, all seemed rosy and fine, underground, but, as is wont to happen when too many people are packed too tightly in too small a space, tension arose. The first sparks were over the food supply, which was deemed to be running low, even supplemented by the university's experimental Hydroponics fields, and a fullfledged conflict erupted when the University's administration decided to enact strict rationing. the leaders of the rebellion were quickly killed or captured. Those that were captured were released with thier followers onto the surface, where it is assumed they were overwhelmed by the hordes of eaters (people who, in want of food, turned to the most readily available source: each other) which ravaged the surface for the first few years before they all starved.
In the years since, the people of Amure have prospered underground, and are ready to move out and reclaim the world for the glory of the Pheonix, the Amure mascot.
 
Nation Name:Yahkman Group for Survival and Prosperity (YGSP)
Government:Noble Republic
Capital City Name and Type:New Yahkma/Ruined City (Sothernmost City on the Eastern Continent)
Background: When the wtachers first landed they were unexpected, swift and deadly. Despite this, many people fled the old population centre's before they were destroyed, and escaped to the wilderness. In the time that the watchers moved to holdouts in other places on the world, groups of people slowly banding together, in order to help survive the harsh new world and to evade the infrequent watcher patrols. After the watchers went into their strongholds, these groups crawled out of their dens and hideouts. The world was still deadly, and the watchers never left anyone's mind, as several of these groups gravitated towards the ruins of a city destroyed by the watchers, it's name forgotten. However, when the groups got there conflict began anew.

Hideouts were precious, and not one of these groups were willing to give up such a potentially good one. Men came to blows as they saw their hopes being snatched away. Meanwhile more and more people were attracted towards this unnamed city, most joined one of the three groups already fighting over the ruins. Their were excpetions and of those was the legendary Buck Wilderman. A legend of the area, Buck claied he had slain 10 watchers, six of those together in a patrol. Nobody was sure if that was true of not, but what they did know is that nobody crossed him, and his top priority was the survival of him and everyone else he was with at that point of time. He came into the city and winnowed through each group, taking all those disgusted by the way the battle for the city going. Unsuprisingly, his new group had quite a few people in it, and his own reputation gave him enough influence to force the leaders of the other three groups to the negotiating table. He managed to convince the leaders that they needed to join together to survive the post invasion landscape. Through this he created a new group, and a new people.

He christened that city New Yahkma, not because there was a city known as Yahkma before, but because Yahkma meant "life" to those people. He then called his new group of followers the Yahkman Group for Survival and Prosperity, amd he gathered his closest friends and advisor's, as well as the leaders of those other three groups in New Yahkma before him. Together they plotted how the city would grow and prosper into a new force of life. Twelve years later Buck died. The city went into a state of shock. His "war council" immediatly called a emergency meeting, and they stayed in that room for 30 hours, discussing Yahkma's future. When they emerged they announced that they had elected a new leader from amoung their ranks, and that they would continue to lead the city forward. And that was how it was, and how it would forever be.
 
Nation Name: Nation (yes, I know it's lame, sorry)
Government: Civilian Cooperative (let's get together, yeahyeahyeah!)
Capital City Name and Type: Ville, Ruined City - location: northernmost city on the NORTHWEST ISLE (no stealing, now - I fully realize I was too lazy to map it, and I apologize)
Background:

"So now what? You got us all to come, Verard, to hear about your damned idea. Spill it."

"I been talkin' to me granpa, 'bout the old days."

[this raises an immediate hue and cry, mostly negative, and almost universally interwoven with profanity]

"HEY! Lemme speak, here. I'm not as dumb as y'all think, I know them days're gone forever. But I was thinkin', mayhaps we can still borrow some o'the old stuff that's lyin' around. A couple of the granthers still know how t'use the junk."

"That's fine and dandy, Verard. We'll just 'borrow' it, and pray that the Enemy doesn't notice. I suppose you want us to become a regular country again then, eh? A nation?"

"Uhh.... sure..."

excerpt fromt the opening minutes of the Founding Council Meet
 
Question - can I relocate my capitol? I hadn't really scanned over the other nations, and I now realize that SWAS is within a stone's throw of me... if possible, I'd like to shift one island westward. Thanks.



Off-Topic Edit: And by the way, EQ, props on the Fallout reference. Are you a fan of the originals, the Bethseda version, or both? Sadly, I am a new recruit to RPG's and never played the old ones...
 
@Orangelex44: I've only played Fallout 3, was mostly enjoyable. Your capital has been relocated.
 
Just an fyi: If you care to put in orders, that is all right. I'd like to get an update 0 up tomorrow either before or after the ABNW update. Remember, to put orders on the thread in spoilers, not by private message.
 
Nation Name: Revenge
Government: Anti Watcher Confederation
Capital City Name and Type: Pain City, Ruined City
Location: Center of the main Island in the grey area.(Map will come later)
Background: The Watcher's guard formed out of a group of people who desire revenge against the watchers. Gradually the group grew strong enough to settle into the ruins of the ancient city of Harin. Now the group prepares their expansion and revenge against the vile watchers.

Edit: Starting Location
Spoiler :
terrainc.png
 
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