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Choices and Chances

Discussion in 'Imperium OffTopicum' started by Tani Coyote, Dec 31, 2017.

  1. Tani Coyote

    Tani Coyote Son of Huehuecoyotl

    Joined:
    May 28, 2007
    Messages:
    15,165
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    Male
    Generic intro about how the world’s been laid to waste. Tech level is roughly modern, but electromagnetic interference makes high-altitude flights impossible and thus, air travel for purposes civilian and military has dropped off a cliff.

    Let’s get into the meat and potatoes. This is a game that features a large degree of chance, but the only penalty for failure usually is simply not getting what you wanted. You receive a consolation prize of being closer to your goal next turn in most cases, however.

    As for the aesthetic… I’m not policing signups. Be whatever you want. You are bound by the same rules as everyone else, however, and even the silliest nation still needs to remain in the good graces of other powers.


    Economics and Trade


    The basis of economic growth is your population; each unit of Population produces 1 EP per turn. Every turn, your population grows by the number of provinces you have. Your population naturally gravitates towards your cities, so you should protect cities at all costs.

    The total EP of all provinces, population, infrastructure, and cities is reflected as “World Trade,” and is distributed to all the world’s civilizations based on their “share.” Depending on your level of infrastructure, trade research, wonders, and civilization points, your share will increase.

    The equation for your share of world trade is Infrastructure Level + Cities ^ 2 + Trade Research Level ^ 2 + Wonders ^ 2 + CP; this is then compared to everyone else’s share and you get a total based on your proportion. So if your share is 100 and the total is 1000, you get 10% of all world trade income.

    If your Navy is destroyed, an enemy fleet can place you under blockade, which will cut your trade revenue in half.

    Every player receives a one-time 100 EP invested in their trade research for having a single port. If you start landlocked, you will be safe from naval blockades, but will lose an ability to boost your trade income early; you will receive the 100 EP when you successfully annex a coastal territory.

    Investments and the Role of Chance

    You invest a certain amount in each project, and that controls the chance of getting it that turn. In the event of failure, the initial investment remains and grows each turn. On the spreadsheet, the initial investment (and whatever you add to it) is shown as “base investment” or something similar, indicating how much progress is added to whatever project in the event of failure.

    So if you have something that costs 10 EP and invest 5 EP, if you do not get it the first turn, you will for sure get it the second, because 5 EP will be added to it. In the same situation, but the item cost 100 EP, on the second turn you will have 10 EP invested and thus a 10% chance of success; in the event of failure, next turn it will be 15 EP and 15%, and so on. You can add more to the initial investment to increase the rate of compounding, however.

    For units that are in multiples, you must specify how many you are investing in, and how much.

    It is strategic to try to build units with a minimum investment (building 50 Armies with 1 EP each versus 10 armies with 5 EP each), and add to the investment later. In the event a multiple item successfully rolls, a proportionate amount will be subtracted from the base investment (so if you have 9 EP invested in 3 armies, and 1 army successfully rolls, you will receive an Army and your investment will drop to 6 EP in 2 armies).

    In the event of an investment in multiple units not evening out to whole numbers (say, 20 EP into 15 Armies), your chance of success will be rounded down. 20/15 = 1.33 = 1, for a 1/5 chance of getting each unit, as an example. In the event of success, your investment will be rounded up, so for every unit you are successful on, you will lose 2 EP of investment. This will continue until you are down to 1 EP per unit being built.

    Military Spending

    Armies: 5 EP. Armies defend territory and conquer/occupy other provinces. You start with 10 free Armies. If an Army is purchased outright on a turn, it cannot be used that turn; Armies that are generated by random rolls can be used the turn they are generated (i.e. if you buy 10 Armies for 50 EP on Turn 3, you need to wait until Turn 4 to use them. If you invest 40 EP into 10 Armies and generate them all at the start of Turn 4, you can use them all on Turn 4).

    Navies: 10 EP. Navies blockade enemy ports and ferry troops. Navies that are ferrying troops have limited ability to defend themselves and can carry 2 army units per ship. You receive 5 free navies at the start if you have a port; you will receive 5 for free if you annex a coastal territory after the game has started, but cannot use it on the turn they are given to you (in other words, players who sign up with a port can use their five navies, while if you start landlocked and grab a coastal province on Turn 1, you cannot use the Navy’s in Turn 1’s orders). Navies cannot be used the turn they are built.

    Spies: 10 EP. Spies are planted in enemy territory and funnel information from orders PMs each turn; they may also intercept information regarding the other countries’ intelligence network. Alternatively, they can search for and try to uproot enemy spies. Espionage or counterespionage each count as one action, and you are limited in how many total spy actions you can have each turn by your espionage research level.

    The success rate of spies is dependent on how many of yours there are versus the target’s (e.g. if you have 1 spy and the enemy has 10, you have a 1/11 chance of success each turn). Each country begins the game with 10 spies. Spies may be relocated between countries, but there is a chance of them being exposed each time they relocate.

    In the event your spies intercept the plans of one country, they also have a chance of intercepting any plans that same country intercepted, potentially giving you knowledge of what the whole world is up to.

    Note: You do not order spies to do anything other than set up shop in their starting country, or to relocate. They run in the background for you and will pass whatever they find onto you. You will receive reports if any are caught and killed, and whether or not the enemy discovered where they were from.

    Economic Spending:

    You can spend 5 EP to increase your infrastructure, which will increase your income by 1 EP. You can only build as much infrastructure as you have Population. Infrastructure is concentrated towards your cities, so provinces that are city-heavy being captured will take more infrastructure out of your total.

    You can spend 25 EP to found a city, which will increase your income by 10 EP. You require 10 Population for each city, and start with one, your capital. If you capture a city, it will count against your ability to build your own, but you will collect half its income until a peace treaty is signed. You can only build one city at a time.

    You can build a wonder for 100 EP * (the number of wonders in your civilization + 1). So your first wonder is 100 EP, your second is 200 EP, and so on. A wonder can be anything you want and can be placed anywhere in your lands that you want. A wonder, upon being built, increases EP by 5 per turn, but also increases your share of the world’s trade income due to tourism. You can only build one wonder at a time.

    Research Spending

    Research takes the form of levels, with each level costing 50 EP * the level. Having levels over rivals gives advantages. Every civilization starts with Level 2 in each category, but you can choose one category to have Level 3 in at the start.

    Trade. When increased, your share of global trade income increases with it. Trade specialization is for countries interested in financial flexibility.

    Engineering. Each level increases how much Infrastructure you can build by 5%, rounded up; every level after 2 reduces the cost of cities by by 1 EP (up to a maximum of 5), and the cost of wonders is decreased by 5 EP per level. Every engineering level increases your population growth rate by 1 per level. Recommended for those planning on building up their economic base.

    Espionage. You have one espionage action per turn for each level of espionage. Espionage is not a conscious action; you simply assign your spies to posts as often as you like and they will funnel information to you (if in another country) or root out enemy spies (if in your country). You receive a bonus over enemy spies for higher levels as well, proportionate to how much higher you are. So a Level 3 Espionage country gets a +50% bonus to its chances against Level 2 countries. Countries eager to have a finger on the pulse of world affairs benefit from specializing in Espionage.

    Tactics. Whoever has the higher tactics level in combat will have bad rolls redone for a chance at a better one (but it can be worse). In the event of a tied level, the one with the higher research investment gets the reroll. In the event of a tie even then, there is no reroll. Countries seeking rapid expansion or a solid deterrent against invaders benefit from specializing in Tactics.

    Army. Increases combat performance against other armies proportionate to the level over the enemy. Recommended for countries seeking a strong land presence.

    Navy. Ditto, but with navies. Recommended for countries interested in controlling trade and power projection.

    Mobility. A catch-all for the hardware and effectiveness of your land forces in deploying. For each level of mobility, your armies can move one more province per turn. Recommended for those favoring rapid expansion and conclusion to warfare.

    Movement and Combat

    Numbers are the primary determinant of victory, but technology can even the odds. The Tactics technology in particular is lethal because it allows the civilization with superior technology a shot at a better roll in the event it loses; the reroll is automatic.

    Casualties are determined based on how “good” the role was for that side. If A and B have a 50% chance of victory each on a roll from 1 to 100, and the roll is a 1, B is suffering a catastrophic defeat. If the roll is only 49, A just barely wins, and will likely have a Pyrrhic victory. Your odds in a roll, your “battle score,” is simply your number of units multiplied by your military level.

    Generally, enemy forces are captured rather than killed, making them bargaining chips in the peace process.

    Land units are shown on the map and can move a number of provinces proportional to your Mobility research; if land units board a navy, they can land anywhere in the world in the same turn, but cannot move beyond their landing zone (they also suffer a penalty landing amphibiously).

    When all enemy land units in a province are wiped out, that province becomes occupied. In the case of a neutral province, it is immediately annexed to your Empire upon the defeat of its forces.

    Standard modifiers for battle score:

    Being on the defense boosts a defender’s score by 10%.

    A city in a province boosts the defender’s score by 25% per city.

    Being attacked amphibiously boosts a defender’s score by 25%.

    If one side has naval supremacy around a battle zone (that is, the other fleet has been destroyed or retreated for the turn), they can lend 10% to their side in all coastal zones. Navies have global reach in a single turn. Plan accordingly.

    Compromised plans (leaked through espionage) reduce the compromised side's battle score by 25%. In order to avoid giving the compromised faction knowledge they have a spy presence in their country, this modifier will not be shown in official battle reports. You neglect your spy defense at your own peril.

    Occupied Territory

    Occupied territory does not suffer a penalty to income, but each province requires a certain number of armies to garrison or it will defect back to its original owner; the number required to occupy is 1 per province, plus 2 for each city in that province. Occupied territory becomes yours completely once peace is signed, provided you have no other outstanding conflicts with someone on your land border. In the event the original owner goes back to war with you, there is a chance of territory switching back to “occupied” status and requiring a new garrison, proportional to how much time has elapsed since the peace accord.

    In short, while warmongering can be lucrative, do not step on too many toes, or you will never appreciate the fruits of others’ labor.

    Neutral Territory

    Shown in white on the map, neutral provinces have a collective stat that covers them all. Each neutral territory is a self-governing unit and does not conduct diplomatic relations. They are immune to espionage.

    Each neutral province is given a random number of armies at the start from 1 to 5, while cities will also be randomly distributed. As the game goes on, neutral territory will continue to develop cities, infrastructure, and grow in population. Every time a neutral territory is taken, it and its contents are immediately assimilated into the conquering state; the rewards (number of population, Infrastructure, etc.) for annexing a neutral territory will be similar to if you had occupied a player nation’s provinces (so basically, it’s dependent on how urbanized that province is relative to the other neutral provinces).

    Neutral territory does not conduct research of its own, but rather has half the world average for each research category, rounded up. Because of this calculation, as one civilization techs up beyond the pack, civilizations that lag behind will have a harder time conquering neutral territory.

    On the subject of captured neutral forces; when their home territory is annexed, there is a chance they will join with your armed forces. Otherwise, they fold into your population.

    Civilization Points

    Civilization Points, or CP, primarily serve as a “score” that would be used to determine a theoretical winner. However, accumulating them boosts your trade income, and they are largely gained through participation. Civilization Points also have a function in your Hero units, discussed further down.

    Earning CP

    Every player starts with 10, and earns 1 each turn of play.

    You earn 1 CP for submitting orders.

    You can earn 1 CP per turn by making a roleplay post. Extra posts during that turn will not carry the bonus.

    You can earn 1 CP per turn by making a diplomacy post. Extra posts during that turn will not carry the bonus.

    CP can be taken as a condition for peace in war. However, they will not be added to your CP total until all outstanding conflicts (regardless of whether they are overland or oversea) are resolved. In other words: if your plan is to just warmonger to victory, all other players have to do is keep someone at war with you at all times.

    Building wonders grants 5 CP multiplied by the number of that wonder in your civilization; e.g. your first wonder yields 5 CP, while your tenth wonder yields 50 CP. Wonders are the primary way to rapidly ramp up CP.

    Capturing a wonder in a peace accord grants a flat 5 CP per wonder. It’s impressive, but you didn’t build it.

    CP is sometimes awarded for accomplishments in-game.

    Hero Units

    This is where your ability to customize really flourishes. Every civilization begins with 5, and can eventually have a maximum of 10. Every turn, one-quarter of players will receive an additional Hero unit at random, with better odds for players who have higher CP scores.

    Your hero units are those who are clearly far above average. Whether physical or mental prowess or something else entirely, they stand above the crowd. In many cases they could be seen as superhuman. Or perhaps… not human at all. As an extension of this, they can simply stay put and work relatively normal lives, or do tasks like combat and espionage.

    You may submit custom sprites for use for your Heroes. These will be used in the event their location is public knowledge, which is dependent on the intelligence stat.

    Hero units grow with your civilization, becoming more powerful as you accumulate CP.

    …The life link is double edged, however: if all your Heroes die, your civilization is wiped out immediately. No ruins. No refugees. Everything about it disappears. It will be as if you never existed.

    At the start, you customize your Hero units. Your first Hero has 100 experience points (EXP) to spend, your second 90, your third 80, and your last two 70. Every turn, you receive points equivalent to your CP to spend across all your heroes; they also gain EXP from successful missions.

    Strength: Self-explanatory. For every 25 EXP, they are capable of taking on 1 Army all by themselves.

    Durability: Resistance to damage. Determines how injury affects their health.

    Intelligence: How smart your character is. They can use non-physical weapons more efficiently and have better odds doing espionage. It also influences whether or not they are visible on the map; a meathead type who goes and kills 5 enemy armies, for example, will be a sitting duck for retaliation.

    Health: If this runs out, they die and are removed from your pool. It will gradually recover over time depending on circumstances (e.g. they will recover much faster in friendly territory than behind enemy lines).

    Diligence: How many actions they can perform a turn. For every 25 points, they can do one extra.

    As your characters complete actions, they will accumulate skills that affect their future rolls. I will try to assign basic skills based on the character bios you give. A basic skill all Hero units have is boosting your research levels; a Tony Stark type would boost your engineering progress each turn, while a martial artists would enhance your military research. An arms dealer would help you acquire units more cheaply, and so on.

    Hero units’ stats are less important engaging with regular units, but became crucial when they engage with each other. Your Superman will be brought to his knees if the enemy figured out to bring Kryptonite. If it wasn’t obvious enough: you can send them after each other. It will obviously be much easier if you have an information network in place that lets you know where they are (in other words, do not neglect espionage, as it provides you the means to assassinate enemy Heroes and easily kill off an enemy civilization).

    The key thing about Hero unit actions is that unlike most random things in the game, there are chances of failure with penalties. While your failed military investment may not bear fruit for a turn, your Lex Luthor is capable of building a Kryptonite superweapon… and receiving Kryptonite poisoning that will kill him in 5 turns if you don’t find a cure.

    Limits and Special Rules on Champion Actions

    Champions generally can do anything within imagination, but for balance, they have some restrictions.

    1. They can only devote one action a turn to commanding a force, but their leadership benefits will stay with that force while they lead it, regardless of how many times it attacks. If the force splits up, only the portion with the Champion keeps the bonuses. Their free actions can be used for whatever else.

    2. Champions have global reach normally, but when acting as Armies or Generals, they are limited by Mobility tech.

    3. Champions can attempt diplomatic annexation of neutral territory, but use up one action per province. They can only solicit each individual province once per turn to prevent, say, gaming annexation of an urban territory.

    4. Champions are the only units that can lead counterespionage campaigns in your territory. This is the only way to permanently stop intel leaks.

    Final Words

    With risk comes reward. Partial investments are the primary feature of this game, as they allow you to quickly build up any category. If you want to play conservatively and buy things outright like in most IOTs, that is perfectly fine as well. Tailor your playstyle to however little or much risk is preferable to you.

    I reserve the right to alter the rules, map, or otherwise be supreme in execution of the game, but will do so in accordance with the IOT subforum’s rules and in the interest of being an objective observer.

    On the subject of island provinces, it can be assumed most islands in a cluster count as one province. I will create island chain borders as necessary. Tinier islands (like the Isle of Man) would count as being part of the closest province for purposes of easy calculation.

    If you are not intimidated by everything you have read so far, your signup awaits:

    Signing Up

    Map

    Map (with labels for easy identification)

    Take a color and choose two provinces on the map. They must either be adjacent via land or both coastal. Choose one province to serve as the site of your initial city.

    Everyone starts with 10 CP. You will receive an additional 3 CP if you create a fleshed out nation bio (it basically counts as your roleplay, orders, and start of turn bonus for Turn 0)). It does not have to be an epic; just some basic fluff on your nation’s history, predominant ideologies, etc.

    You will receive 5 armies in each of your provinces, and will receive 5 navies if you start with a port; these navies can be used Turn 1.

    If you start landlocked, you will receive 5 navies as soon as you expand to the coastline, but cannot use them on the same turn as the expansion. Nations starting with a coast receive a bonus 100 EP to their trade research; landlocked nations will receive this in later turns when they gain a coastline.

    It is highly recommended to start off coastal unless one’s long-term goals would make remaining landlocked advantageous (namely, staying landlocked is a way to fend off trade blockades).

    Next, pick a research strength for your civilization – Engineering, Trade, Espionage, Navy, Army, Tactics, Mobility. This will grant you a free additional level over other players in that field. Refer to the Research section up above to see what strength fits which strategy.

    Finally, create five Hero characters. Give at least a basic description of each one, and then assign them values for their Strength, Durability, Health, Intelligence, and Diligence. One Hero receives 100 XP to spend across these categories, your second Hero receives 90, your third 80, and the last two have 70 each. 25 XP is the magic number to unlock tiers of Strength and Diligence, so it makes sense to specialize rather than go for jacks of all trades.

    Submitting Orders

    Send an orders PM each turn prior to lock. Investments in wonders, cities, and units must follow the rules laid out in those categories up above. In the event there is a violation, I will make an adjustment with your intentions in mind (it helps if you state your goals in your orders so I know what you’re aiming for).

    Spending and actions in a PM are liable to being leaked through espionage, but intentions and fluff (like your plan to chase nation x to the ends of the Earth) are not.
     
    Last edited: Feb 17, 2018
  2. Danwar

    Danwar Warlord

    Joined:
    Dec 30, 2017
    Messages:
    215
    Gender:
    Male
    Location:
    Right under your nose
    This is my first time playing one of these, so you have been warned. However, I do think that I can do this.

    ~Basilea Konstantina~

    image made by Fenn-O-maniC on Deviantart

    In the great Calamity which so rocked the world, the Greek people saw an opportunity. A new party rose up: a hyper-nationalist one - The Megali Party - which drove the people to restore Greece's old empires, those of the East Romans and of Megas Alexandros. They saw the Calamity as a perfect, God-given opportunity, and began to gain power. Others, however still opposed them, believing that peace was necessary to survive the crisis. Tensions came to a head and, within a few years, most of their party was banished from Greece. However, they were ready. They took an army with them and took a now-devastated Constantinople and some land in Asia Minor from the Turks. With a new power base, they marched onwards to challenge the current Hellenic Republic. The war is still ongoing, but so far the Megali have taken Makedonia from the Republic. With these gains, a temporary truce was signed between the two factions, and the Megali established themselves. There was no way for them to claim descent from the Romans now, but their legacy could be just as great in a broken world.

    They declared their ruler the first 'Emperor of Constantina', after the great city they had claimed for their capital and it's glorious founder. He assembled four other top politicians as his counsel, to advise him in matters of state. The Emperor's name was Demetrios Alexopoulos.

    Demetrios Alexopoulos, The Emperor:
    Strength: 25 EXP (He is rather experienced in combat, his personal guards are well-trained, and he is an able military commander; however, he lacks any supernatural power making him any more powerful than a normal man, weakening him against other heroes)
    Durability: 0 EXP (He is no tougher than a normal human)
    Intelligence: 50 EXP (He is a shrewd and intelligent man, more than capable of ruling an empire; he has proven legendarily good at escaping assassination attempts expertly)
    Health: 0 EXP (Once again, just a normal guy)
    Diligence: 25 EXP (He is very much a diligent man, working hard to unify his empire and spread Christianity in conquered Muslim lands in particular)
    This man is the ruler of Constantina, Protector of the Patriarchate of Constantinople, King of Greece, Shield of Christendom, amongst other titles. He is a shrewd and ambitious man, seeking to unify the Greek people and perhaps restore the Greek empires of old... But he does not get ahead of himself. He knows his situation is still precarious at best, and that he must take every step to stabilize it - through a velvet glove or an iron fist.

    John Kappadokios, The Strategos:
    Strength: 60 EXP (He is exceptional in all forms of combat and a brilliant tactician, advising Demetrios in every way he can. Some rumors say he has superhuman strength as well...)
    Durability: 20 EXP (This man's body and mind are hardened by war, and he wears heavy body armor despite some arguing its obsolescence)
    Intelligence: 10 EXP (While he is no idiot, he is far from a genius either - except for strategy, of course)
    Health: 0 EXP
    Diligence: 0 EXP
    John has been a friend of Demetrios since secondary school(oh, how long ago that now seems!), and they have remained friends since. He is a brilliant military mind, and Demetrios trusts him to lead his armies.

    Alexios Doukas, The Kataskopos:
    Strength: 0 EXP
    Durability: 0 EXP
    Intelligence: 80 EXP (This man is an expert at espionage, having trained for many years in the art of not being caught. Although he is a shady man, Demetrios trusts him as his spymaster.)
    Health: 0 EXP
    Diligence: 0 EXP
    Alexios Doukas was born in the streets of Istanbul as a part of the small Greek minority there. When the Empire of Constantina was founded, he joined the Emperor as his spymaster in gratitude. Although his criminal record is... colorful, the Emperor does not think of him as a threat... yet.

    Iris Resta, the Oikonómos:
    Strength: 0 EXP
    Durability: 0 EXP
    Intelligence: 20 EXP (She is an intelligent woman, but not to the extreme; she knows enough to get the job done.)
    Health: 0 EXP
    Diligence: 50 EXP (She is a very diligent woman, working hard to better help her Emperor administer his Empire)
    Iris Resta was a young businesswoman at the time of the rise of the Megali Party. Interested in its goals and objectives, she invested large swaths of money into the political party. Her investments have paid off and now she is part of the Emperor's council.

    Phillip Callas, the Diplomátis:
    Strength: 0 EXP
    Durability: 0 EXP
    Intelligence: 45 EXP (He's an intelligent man, and especially persuasive)
    Health: 0 EXP
    Diligence: 25 EXP (He is a relatively diligent man, working hard to achieve his goals)
    Phillip is the chief diplomat at Demetrios's court. He was born in Cyprus but emigrated to Greece and the Constantina, partly due to his way with words. He can also be used as a backup spymaster if necessary.

    Research: Engineering

    State Religion: Greek Orthodox
    Language: A mix of medieval and modern Greek
    Captial: Constantinople
    Government: Despotic Hereditary Monarchy
     

    Attached Files:

    Last edited: Jan 13, 2018
  3. Ailedhoo

    Ailedhoo wonderer

    Joined:
    Mar 19, 2012
    Messages:
    7,787
    Magi Empire of Pavetterra


    A New Realm.png

    A majestic new realm has emerged in the Americas, consisting of fantastic species and magic. Goblins, orcs, trolls, humans, elves, kobolds and more are united under the Magus Throne, in a semi-constitutional imperial monarchy leaded by a mage monarch and a elective council who appoint the chancellor. The Empire was in many ways summoned to be through the gateways between worlds opening up to allow the mage Modesta Aaiji to create the new imperium, with the aid of her chancellor Grat Kasnok and a triad of champions selected to serve as the vanguards of the Empress.

    Capital: Sortis, located where New York would be. The imperial palace, the Magi Regis, is located on Manhattan Isle.

    Research: tactics with access to magic.


    Heroes


    Modeste Aaij: Empress of the Magus Throne; a renewed master of spells and politics. This half human, half elf was the student of the mighty magus Qui the Magnificent. She is dark skinned and blacked haired; she is adorned in a gold and maroon cape over black robes, while a crown adorned in rubies lay on her head over her amber eyes.

    Strength: 10
    Durability: 10
    Intelligence: 50
    Health: 5
    Diligence: 25

    Grat Kasnok: she is an orcish warlock and the democratically elective chancellor of the Empire. Grat is a veteran warrior of her clan, the Drautsu, and through the years has risen to serve as a chrasmasic envoy for her clan leaders. When the Magi Empire came forth Grat Kasnot was chosen in a election to represent her clan; she would be appointed as chancellor by the Imperial Senate, becoming the right hand of the Empress. Even in the most causual of state affairs she is seen wearing a war dress of armour and leather, often placing on a helm that concealed her dark cyan hair and dark reddish skin, though her jade eyes are hard to ignore.

    Strength: 10
    Durability: 15
    Intelligence: 30
    Health: 10
    Diligence: 25

    Vregu Arau: orcish champion to the Empress. He is a skilled magic knight, hailing from the clan of the Gultur. When outside his armour he a quite a bearish figure, with a mix of fat and muscle with his lime green skin blessed with bushy orange hair, including a short bushy beard that goes with his amber eyes. Is in a open relationship with both Ransar Kavliáris and Iet Minet.

    Strength: 25
    Durability: 20
    Intelligence: 15
    Health: 15
    Diligence: 5

    Ransar Kavliáris: minotaur champion to the Empress. He is a fierce brawler and a Greek styled wrestler.He is a hunkish figure, muscles covered his dark brown hide. He has dark blue eyes. Process a pair of magnificent horns. Is in a open relationship with both Vregu Arau and Iet Minet.

    Strength: 25
    Durability: 10
    Intelligence: 10
    Health: 10
    Diligence: 15

    Iet Minet: goblin champion to the Empress. He is a rouge and fan of machines. A twinkish, cyan skinned figure with lean dark short hair. Has light reddish eyes. His body is decorated in dark blue tattooed astronomical symbols. Is in a open relation with Vregu Arau and Ransar Kavliáris.
    Strength: 25
    Durability: 5
    Intelligence: 20
    Health: 10
    Diligence: 10

    More details will be added.
     
    Last edited: Jan 19, 2018
  4. TheGryphonPrince

    TheGryphonPrince King

    Joined:
    Jun 30, 2013
    Messages:
    612
    Gender:
    Male
    Location:
    Argentina
    Union of the Principality of Equestria and the Crystal Empire






    Alternative shorthands:
    Harmonic Union
    Equestria (unofficial, but commonly used)
    Government: Pentarchical Absolute Monarchy
    National trait: Trade
    Capital city: Canterlot (in the place of a city once known as Inverness)

    History:

    Back on its original land of Equus, Equestria has not seen a war in hundreds of years and the Earth ponies, unicorns and pegasi living under the benevolent observation of Princess Celestia were seeing a time of expansion, harmony and (de facto) global hegemony. Shortly before much of Equestria was teleported to this world, Celestia's pupill, Twilight Sparkle, began expanding the influence of Equestria outside the region, turning most foes of Equestria into valuable allies.

    All of the sudden, things changed. A few weeks after the defeat of the invasion force led by the Storm King, a large cloud covered Canterlot, Ponyville and Cloudsdale. After the cloud passed, Cloudsdale and other pegasi settlements made with cloudbrick were rendered uninhabitable, for some reason the pegasi being unable to fly more than a few hundred meters from the ground now. Even worse news came when the ponies in the region realized they were completely cut off from the rest of Equestria. Celestia assigned Twilight and the Wonderbolts, the elite fliers of Equestria (even though flying high above the sky was almost impossible at this point, pegasi could still achieve decent speeds if they stuck to the ground), to start scouting the region for any survivors.

    In spite of Twilight often being mocked (in a friendly manner) for her slow speed during flight, the Wonderbolts were much slower now than in Equus, and they had to stay close to the ground, so they could manage to stick to even speeds. In the pace of a few weeks, they traveled east, then south manage to find various pony settlements, ranging from tiny hamlets that resembled Ponyville, to large towns, and they continued their journey. To their relief, the pegasi managed to settle in the unicorn and earth pony towns. Surprisingly enough, even though they found plenty of ruins implying a very advanced species that existed a long time ago, they found few living natives, who would much rather hide rather than have any interaction with the newcomers.

    Twilight reminded the Equestrian settlements that she came across that Canterlot had been teleported, and that princesses Celestia and Luna were alright, though nobody gave her any word on the whereabouts of princesses Cadance and Flurry Heart, which concerned them. In the end, no word on the land mentioned anything about the whereabouts of the missing princesses, but at least the towns themselves were fine, and the towns assured them they were going to continue to consider themselves part of Equestria.

    A few years year later, things finally began to resemble normalcy in what was now Equestria once again. In addition, contact was finally reestablished with Princess Cadance, who was still the ruler of the Crystal Empire, now ruled from the fertile southwest of an otherwise desolate large island northwest from (new) Equestria. With the Crystal Empire facing a famine since the cloud passed, both Celestia and Cadance finally agreed to join Equestria and the Crystal Empire as one nation to try and survive in this strange new world.

    As of recently, news reports have arrived that to the south of Equestria, the native presence is definetily much stronger, and that they may not have the best desires of Equestria into account. While Equestria hopes for peaceful relations, Equestria is, silently, building armies to assert control of the surrounding territories.

    Heroes:

    Even though with the power back on Equus, the princesses could have easily been mistaked for godesses on their own right, now that they have been transported to another world, their powers have been greatly reduced, but they are still considered far above average from your average pony, or your average human. And while the princesses have been traditionally looked upon as the wisest rulers of the land, Celestia and Luna in particular, as both have lived for thousands of years, they are not so adequate anymore, now that they are in a world where war might break out anytime soon. The princesses still, however, wield a considerable amount of magic, and therefore, considerable abilities above mortal beings.

    Princess Celestia
    Spoiler :

    Having ruled Equestria benevolently for more than a thousand years straight, Princess Celestia is still the spiritual leader of Equestria.
    Strength: 10
    Durability: 20
    Intelligence: 30
    Health: 15
    Diligence: 25

    Princess Luna
    Spoiler :

    In the thousand years she has been banished to the moon, Princess Luna learnt to be though, and is now ready to use this to cement her role as the leader of the soon-to-be-resurgent military forces of Equestria. She does tend to come as too harsh to those who don't particularily admire her, though.
    Strength: 40
    Durability: 20
    Intelligence: 10
    Health: 10
    Diligence: 0

    Discord, Lord of Chaos
    Spoiler :

    Being one of the few living beings in Equestria who can bend reality to his will, Discord knows how to get in the way and disrupt those that wish to oppose Equestria. Although he has reformed from his chaotic-evil ways for a while now, Discord can still cause collateral effects even when he is trying to help.
    Strength: 20
    Durability: 10
    Intelligence: 30
    Health: 15
    Diligence: 0

    Princess Cadance

    Spoiler :

    The Princess of Love cares for all her subjects, and will go to any lengths to protect them from harm. However, she hardly ever had the opportunity to prove herself a capable ruler, in spite of ruling over the once-nominally-independent Crystal Empire, and she can be too idealistic at times.
    Strength: 25
    Durability: 20
    Intelligence: 10
    Health: 25
    Diligence: 0

    Princess Twilight Sparkle

    Spoiler :

    The Princess of Friendship is considered to be one of the most intelligent ponies in Equestria, and is known for her obsessive ways of organizing. In addition, she has taken the time to absorb every bit of literature pre-cataclysm she could find, even if she finds the history of humanity pre-cataclysm both depressing and irritating. If it weren't for the newborn Princess Flurry Heart, however, she would be the most inexperienced of the five princesses, and as such she prefers to stick to either helping at home or being a diplomat abroad, rather than lead armies into battle.
    Strength: 0
    Durability: 10
    Intelligence: 25
    Health: 10
    Diligence: 25​
     
    Last edited: Jan 16, 2018
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  5. NinjaCow64

    NinjaCow64 Thought Bubble Thinker Supporter

    Joined:
    Apr 4, 2010
    Messages:
    8,066
    Gender:
    Male
    Reserving like a really cold bit of Russia.

    You are not prepared.
     
  6. Terran Empress

    Terran Empress Hornet

    Joined:
    Mar 30, 2011
    Messages:
    2,024
    Gender:
    Female
    Location:
    Hallow Nest
    Well hello Illidan Stormrage, how are the Demon Hunters doing?
     
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  7. GenMarshall

    GenMarshall High Elven Ghost Agent

    Joined:
    Jun 17, 2002
    Messages:
    43,296
    Location:
    New Suramar City, Vekta, United Terran Systems
    I'd like to reserve Mexico. Will fill in the details after I come home from work.
     
  8. Danwar

    Danwar Warlord

    Joined:
    Dec 30, 2017
    Messages:
    215
    Gender:
    Male
    Location:
    Right under your nose
    It seems these things are popular around here.
    Anyway, I have a question about the rules. Can heroes help in civil things like governing a province or assisting in construction?
     
  9. Tani Coyote

    Tani Coyote Son of Huehuecoyotl

    Joined:
    May 28, 2007
    Messages:
    15,165
    Gender:
    Male
    They can do basically anything you can imagine.

    Be wary of the chance of backfire, however.
     
  10. Danwar

    Danwar Warlord

    Joined:
    Dec 30, 2017
    Messages:
    215
    Gender:
    Male
    Location:
    Right under your nose
    Fair enough, then. I will keep that in mind.

    EDIT: How many players are we going to start with?
     
  11. Tani Coyote

    Tani Coyote Son of Huehuecoyotl

    Joined:
    May 28, 2007
    Messages:
    15,165
    Gender:
    Male
    Depends how many people sign up in the next week or two. :p
     
  12. NinjaCow64

    NinjaCow64 Thought Bubble Thinker Supporter

    Joined:
    Apr 4, 2010
    Messages:
    8,066
    Gender:
    Male

    If this was the normal CSO you would all be spared the horrors that await...but no, this is based on Learning With Manga, informational parody comic that is also a very special form of hell. I'm so sorry.



    Name: Chaldea Security Organisation
    Research Bonus: Armies

    "Heroes:"

    Ritsuka "Gudako" Fujimaru, (a.k.a Death, Destroyer of Life, Satan, the Fourth Horsewoman, oh god she's here ru-)

    Spoiler sprite :

    Strength: 75 XP (effectively bends reality to her will)
    Durability: 10 XP (she won't die!)
    Intelligence: 0 XP (who needs stealth when you can punch?)
    Health: 15 XP (she won't die!)
    Diligence: 0 XP (probably the least diligent person you will ever meet, but don't tell her that)

    Bio: Someone put this person in charge of an organisation formerly dedicated to protecting humanity. Now she will her army of servants to conquer the world so she can get more saint quartz to spend on the gatcha and also to have even larger orgies. If you can see her in real life its probably already too late.

    Matthew "Shielder" Kyrielite (a.k.a screw F/GO's official localisation you're always going to be Matthew to me)
    Spoiler sprite :

    Strength: 25 XP (you have to have some strength to lift that big ol shield)
    Durability: 50 XP (her class is "shield", what did you expect?)
    Intelligence: 0 XP (senpai is a terrible influence)
    Health: 15 XP (defence is the best defence)
    Diligence: 0 XP (again, her senpai is a terrible influence)

    Bio: With a better senpai, Matthew would be a considerably well adjusted person. But in this timeline, now that the resistance has been crushed she has no reason but to follow her senpai. Oh well, I guess that's just what happens.

    Blue Saber (a.k.a OG Saber, King Arthur except a girl, "...")
    Spoiler sprite :

    Strength: 25 XP (hey looks like you have relatively balanced stats this time)
    Durability: 10 XP
    Intelligence: 10 XP
    Health: 10 XP
    Diligence: 25 XP

    Bio: In this bizarre universe, the usually noble and compassionate Saber acts as a bodyguard for a tyrant for the payment of food. Also she's mute for some reason. She's pretty loyal still though.

    Berserker (a.k.a Paul Bunyan)

    Spoiler sprite :

    Strength: 50 XP (oh boy another meatstick)
    Durability: 10 XP
    Intelligence: 0 XP
    Health: 10 XP
    Diligence: 0 XP

    Bio: A giant (literally, she could easily destroy entire cities by walking) with the mind of a child, she acts as one of Gudako's primary enforcers. She was brought to life via Gudako's horrific powers. Only God can save us now.


    Ogla Marie Animusphere (a.k.a Nasu wouldn't know a proper western name if it fell on him)
    Spoiler sprite :

    Strength: 0 XP
    Durability: 5 XP
    Intelligence: 35 XP (oh look an actual intelligent person, she's an actual person unlike that lot so she gets relatively normal stats otherwise)
    Health: 5 XP
    Diligence: 25 XP

    Bio: The only responsible one in the group and the designated straight woman. Well, as straight as you can be around these lunatics, she usually gets roped in whatever nonsense they are doing too. She is supposedly in charge of Chaldea, but after her failed rebellion attempt she has given up all pretences of actually being in charge. Tries to and usually succeeds in putting out the metaphorical and literal fires the others leave behind.

    History: One day Gudako realised that she didn't have a voice actress and thought it would be a really great idea to destroy the world. Luckily, the others talked her down to "world conquest" instead. Now Gudako has enslaved the poor people of central Russia to fuel her ambitions and also provide her with lots of saint quartz so she can roll the gatcha even more.

    Prominent Ideologies: Most Prominent: "Let's stay in Gudako's good graces at all times". Least Prominent: "Everything is bad civilisation".

    Primary Imports: Saint Quartz, Perverts, Yen (for immediate conversion to more Saint Quartz).
    Primary Exports: Refugees, Salt.
     
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  13. e350tb

    e350tb Stupendously Illogical Englishman

    Joined:
    May 24, 2007
    Messages:
    1,870
    Location:
    The Britcave
    I claim New South Wales and Victoria. Full sign up coming ASAP.

    ----- ----- ----- -----

    THE EMPIRE OF THE PACIFIC
    They said I could be anything I wanted. So I became the Emperor of the Pacific Ocean.

    It could never be said that the now-Emperor was not an opportunist. When society collapsed, he immediately sprung to action and declared himself Emperor. It took him some time to decide what he was going to be emperor of - his initial thought was Britain, but Scotland had been taken by Equestria and being the Emperor of England would have sucked. He couldn't speak French, putting his dreams of being the next Napoleon to bed, and Russia was scary. I mean, it's so big, man. And in any case, the last Tsar had suffered a decidedly unhappy end and he wasn't willing to risk Bolshevik altercations.

    In the end, he decided to rule over the Pacific. And why not? It's sunny, it's got a lot of resources, everything protected by sea - it's prime real estate. Thus, he established his throne in the city of Canberra, swiftly and bloodlessly conquered New South Wales and Victoria and began his plan to paint the Pacific pink. (Well, green actually).

    (Also there's a Parliament to cover the stuff that the Emperor thinks is boring. I'm not totally abandoning my democratic principles. Only mostly.)


    Capital City: Canberra.
    Government System: Semi-constitutional monarchy.
    State Religion: Secular.
    Standard Uniforms: Army and Marines, Navy

    Heroes of the Realm
    THE EMPEROR - An eccentric loon, nevertheless in charge.

    Strength: 20. (The Emperor possesses an M1928 Thompson Submachine Gun. He adamantly claims it's 'anti-magic'.)
    Durability: 10. (He has bizarre luck and a resistance to magic. Otherwise he's no more powerful than a normal human.)
    Intelligence: 30. (He has a wealth of knowledge on meaningless British Army trivia.)
    Health: 20. (Brodie helmets are trusty pieces of kit.)
    Diligence: 20. (Keeping a good intelligence network is just common sense.)

    PEARL - She does it for her, but she's not here, so this idiot will do.

    Strength: 25. (She is a Terrifying Renegade Pearl.)
    Durability: 10. (Not the strongest of gems, but durable nonetheless.)
    Intelligence: 35.
    Health: 20.
    Diligence: 0.

    DOCTOR STANFORD FILBRICK 'FORD' PINES - Universal traveler and hero with slight ego problem.

    Strength: 10.
    Durability: 0.
    Intelligence: 60. (He's a very smart man.)
    Health: 10.
    Diligence: 0.

    BISMUTH - Angry gem blacksmith. Exactly how the Emperor got her to work for him, an emperor, is anybody's guess, but the point is she's there.

    Strength: 50.
    Durability. 0.
    Intelligence. 10.
    Health. 10.
    Diligence. 0.

    KAMALA KHAN/MS MARVEL - Pakistani-American teenager with shapeshifting powers. Pretty much one of the only good things coming out of Marvel's comics division at the moment.

    Strength: 25.
    Durability: 20.
    Intelligence: 10.
    Health: 15.
    Diligence: 0.

    Our research specialisation going forward will be in the Navy.

    Sprites to be added later.
     
    Last edited: Jan 18, 2018
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  14. Kinich-Ahau

    Kinich-Ahau #JustGoomyThings

    Joined:
    Jul 3, 2010
    Messages:
    1,322
    Gender:
    Male
    Location:
    The Church
    Myxomyleza


    Primary Sporangia (Capital): Site Goddess 1 (Congo West, where it borders the other 2 Congo provinces)
    Government: Slime Overmind
    Religion: Self-Worship
    Foreign Policy: Fascinated
    Tech Focus: Trade
    Description: A massive intelligent slime mold, Myxomyleza engulfs the entirety of the provinces it resides in; Myxomyleza is intrigued by the other intelligent life forms of Earth and wishes to understand them. The best way to understand something, of course, being to bond with their minds. Myxomyleza does not know why other beings don't want to understand them.
    History: A lab located where Site Goddess 1 now sits was researching slime mold intelligence when the catastrophe hit. As some of the fundamental laws of physics rewrote themselves & otherdimensional alien magic started pouring into the world, a single cell of a slime mold in a single petri dish began to rapidly grow. A chance mutation allowed them to covert magical energy into matter, and massive amounts of magical energy were pouring into Site Goddess 1 from a hole to another plane. One cell became two, became four, a hundred, a million, a hundred billion, and as Myxomyleza expanded some cells began taking specialized roles. Prodded on by the magic, structures that functioned as proto-brains began forming in the slime. After a month Myxomyleza had the intelligence of a small dog; after two months, a monkey, four months, an octopus- 8, a human, and they just kept getting smarter & smarter. Myxomyleza found they could expand their mind beyond themselves, and used this power to probe the minds of lesser beings, taking their knowledge for it's own. Now, driven by an insatiable curiosity about the world around it, Myxomyleza expands, making deals with those who are worth dealing with & absorbing those who aren't.
    Spoiler Heroes :

    • Mobile Research Node 1 (MRN1)
      • 0 Strength
      • 0 Durability
      • 50 Intelligence
      • 25 Health
      • 25 Diligence
      • Bio: One of the first clusters of proto-brains, MRN1 is made up the brains of the scientists working at the lab networked together with Myxomyleza. It spends its time investigating the world around it, thinking deep thoughts, & recording scientific findings in data nodes. Some personality characteristics of the scientists have bled out, giving MRN1 a fondness for cake.
      • Spoiler Mobile Research Node 1 :
    • Mobile Warfare Node 1 (MWN1)
      • 50 Strength
      • 15 Durability
      • 0 Intelligence
      • 25 Health
      • 0 Diligence
      • Bio: Formed in response to hostilities from a local militia group when Myxomyleza was first expanding, MWN1 is a massive complex of cells. As survival was the greatest concern of Myxomyleza when MWN1 was first created, little to no processing power of the node is devoted to deep tactics or strategy; instead, the node is all about raw, unchecked power & durability. Myxomyleza is constantly testing new configurations & materials for incorporation into MWN1.
      • Spoiler Mobile Warfare Node 1 :
    • Wat duFoque
      • 0 Strength
      • 5 Durability
      • 25 Intelligence
      • 25 Health
      • 25 Diligence
      • Bio: The face of Myxomyleza, Wat duFoque was created to facilitate peaceful relations between Myxomyleza & humanity; Myxomyleza was disappointed that the creatures it was only trying to learn about kept fleeing in terror or attacking, and, after careful study of the human form, created this immaculate copy. Wat duFoque travels the world, preparing the people it encounters for the hardcore understanding they will be subjected to when Myxomyleza gets there. Named for the sound that humans most often make upon first encountering it.
      • Spoiler Wat duFoque :
    • Mobile Support Node 1 (MSN1)
      • 25 Strength
      • 25 Durability
      • 10 Intelligence
      • 10 Health
      • 0 Diligence
      • Bio: MSN1, along with MSN2, were created after several incidents where MWN1 was nearly lost due to its extreme aggression and limited connection with Myxomyleza. MSNs contain sacs storing vast amounts of nutrient matter, which are typically used to patch up Myxomyleza pseudopods damaged by hostiles. Their brain clusters are more cautious & tactical than those of MWN1; rather than fighting by indiscriminately smashing everything in their paths, as MWN1 does, they prefer to wear opposing forces down by attrition.
      • Spoiler Mobile Support Node 1 :
    • Mobile Support Node 2 (MSN2)
      • 25 Strength
      • 25 Durability
      • 10 Intelligence
      • 10 Health
      • 0 Diligence
      • Bio: MSN2, along with MSN1, were created after several incidents where MWN1 was nearly lost due to its extreme aggression and limited connection with Myxomyleza. MSNs contain sacs storing vast amounts of nutrient matter, which are typically used to patch up Myxomyleza pseudopods damaged by hostiles. Their brain clusters are more cautious & tactical than those of MWN1; rather than fighting by indiscriminately smashing everything in their paths, as MWN1 does, they prefer to wear opposing forces down by attrition.
      • Spoiler Mobile Support Node 2 :

    Spoiler Claims :
     
    Last edited: Feb 2, 2018
  15. Sporelittle

    Sporelittle Chieftain

    Joined:
    Jan 2, 2018
    Messages:
    2
    Gender:
    Male
    Location:
    Norway
    Heard about this game from a friend. This is my first time participating in any sort of forum RP, but here goes:
    The Hangzhou Conglomerate
    The Hangzhou Conglomerate was established shortly after the calamity that rocked the world when a group of dominant mega-corporations usurped the local government. Enlisting several large mercenary and security contractors, they quickly enforced martial law in order to prevent chaos, and took control of the megacity Hangzhou and it’s surrounding provinces.

    Since then, Hangzhou with it’s new corporatist government and elite, technologically agumented military personnel has cracked down on civil liberties, reducing the life of the average citizen to a level on par with slavery, in favour of the new “nation-state” of Hangzhou.

    Although the agendas of the different CEOs in Hangzhou rarely align, they are united in their vision of establishing a power-base in this brave new world, unbridled by their previous shackles of “morals” or “the common good”

    Government: Corporatist Oligarchy
    Religion: No official religion

    Spoiler Territory :


    Provinces:
    Chekiang (City of Hangzhou)
    Fukien

    Initital Research Focus: Engineering

    --------------------------------------------------

    Heroes:

    • ???, CEO of Blackeagle Information Security.
    Strength: 0XP
    Durability: 0XP
    Intelligence: 100XP
    Health: 0XP
    Diligence: 0XP

    The CEO of Blackeagle Information Security is a man shrouded in mystery, with as many rumours surrounding him as there are people in Hangzhou, often with contradicting information. Although the head of an information security corporation on the front, the truth is anything but. Instead, every camera within the Conglomerate serves as his eyes and ears, with blackmail and secrets of most anyone readily on hand. Perhaps the scariest rumour of all is that he has the rest of his partners on a tigh leash, by using blackmail or hostages, but that’s too far-fetched to be true.

    -----------------------------------------------

    • Feng Jianhong, CEO of Jianhong Shipping Industries.
    Strength: 0XP
    Durability: 0XP
    Intelligence: 35XP
    Health: 5XP
    Diligence: 50XP

    Feng Jianhong is the director and CEO of Jianhong Shipping Industries, with a monopoly on all things shipping and trade related in the Conglomerate. Feng is clever, but most of all hard-working and has connections across the world, able to get hands on even the rarest of wares, whether legal or not so legal. Where others sit back and delegate work to others, Feng is eager to take upon himself even the smallest of transactions and trade deals, using his status as leverage.

    -----------------------------------------------

    • Mei Xiulan, Leader of Heilong Security Group.
    Strength: 30XP
    Durability: 30XP
    Intelligence: 0XP
    Health: 20XP
    Diligence: 0XP

    Mei Xiulan is the owner and leader of the Heilong Security Group, one of the contractors paid to enforce the law within the Conglomerate. She has top-of-the-line augmentations, ensuring her incredible toughness within the field, and though not particularly loyal or intelligent, she’s incredibly good at her job and happy so long as she gets paid.

    -----------------------------------------------

    • Fen Zhong, Leader of the Shui Fen Triad.
    Strength: 0XP
    Durability: 0XP
    Intelligence: 45XP
    Health: 0XP
    Diligence: 25XP

    Fen Zhong is the leader of the Shui Fen Triad, the top-dog criminal organization that controls all aspects of the underworld in the Hangzhou Conglomerate, whether it's human trafficking, prostitution, drugs, or assassination. Previously a high-class prostitute who worked her way up to where she is now, though she’s lost much of her previous luster now that she’s in her 50’s.

    -----------------------------------------------

    • Keung Liang, CEO of Anderson Arms & Steel.
    Strength: 25XP
    Durability: 10XP
    Intelligence: 10XP
    Health: 0XP
    Diligence: 25XP

    Keung Liang is the CEO of Anderson Arms & Steel, a company focusing on arms exports and steel production. Keung himself is not that brilliant, but his diligence and personal experience on the battlefield has made him capable and knowledgable in regards to weaponry. He’s not very patient and has a rough personality, but he’s a force to be reckoned with on the field.

    Hero images will be added later, as soon as I find some fitting ones. (Otherwise feel free to point out any mistakes I might've made)
     
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  16. poketwo

    poketwo Warlord

    Joined:
    May 7, 2014
    Messages:
    157

    The old ones had awakened! The destined end of Man's era has come, for it has been washed away like a speck of dust. Only through proper piety could any mortal live once they return.

    The Great Cult of Elder Lore
    Capital: Baghdad
    Government: Cult Theocracy
    Region: Eldritch Pantheon
    Tech-Bonus: Military
    The Great Calamity upended Human Civilization. Chaos reigned as nation-states collapsed. Horrific things surged out, driving man mad with their appearances. No form of Science or Technobable could stop it, and feeble prayers were met with silence. Madness engulfed the world, removing all things preventing a rising. Men and beliefs long hidden, finally broke the veil of willful ignorance in full force. An reckoning was had, as a Cult took open control. In Baghdad, a man Read aloud the Necronomicon, and told of the Real powers that be. He told them how to appease them, of how it is the only way, for the cataclysm is but a speck of their power. He showed them power, true power, a sorcery greater than petty science. Finally, he summoned horrid things, and set them upon the fanatics of the man-constructed god. They did not stand a chance. The people quickly bowed down to him, and it began.

    The Great cult expanded greatly, from holding just Baghdad to ruling most of Iraq. They seemed to also not be as effected by the troubles of the time as any other power. They cemented their control, and now are looking to expand.


    Many members of the Great Cult have themselves enhanced beyond petty human bodies, for man is weak, and these blessings better themselves greatly

    Heroes:
    The Great cult is lead by powerful sorcerer-priests, men who are masters of Eldritch Magics, who use hidden laws to their full advantage. The most powerful are in charge, and here they are:
    • Aryaman Behzadian, Grand Sorcerer, King of Kings, True Loremaster of the Cult
    Strength: 20XP
    Durability: 10XP
    Intelligence: 50XP
    Health: 10XP
    Diligence: 10XP

    This man is the leader of The Great Cult of Elder Lore. Holding an original copy of the Al Azif, he is truly a sorcerer to be reckoned with. He has memorized countless lore, which would drive lesser men mad. He is gifted with terrifying magic, sorcereries best left forgotten under his command. His body is very much changed, but not in a way that makes him look inhuman, such is the power of his blessings, quickly healing from any suffered blow. He has made countless pacts, sacrifices, and deals with many Old ones. Such qualities, along with his gift to bring fear even to his fellow colleagues, have cemented his role as leader in the Cult. Pray for your life if you ever make an enemy of this man, for that is your only hope.

    • Arshad el-Azzam, The Great pulverizer.
    Strength: 30XP
    Durability: 20XP
    Intelligence: 20XP
    Health: 20XP
    Diligence: 0XP

    Arshad el-Azzam is Another leader of the Great Cult. He is the military leader of the cult, and man, he is a terror to fight. A massive muscled monstrosity, he gave himself fully to the powers of the Old ones. This had made him into a monster in combat, using inhuman strength to fight against those who displease the cult. And though he is not that durable, he seems to have powerful regeneration. And, he retains his intelligence, and still has powerful magics under his control.

    • Hakam el-Can, High Administrator
    Strength: 0XP
    Durability: 0XP
    Intelligence: 20XP
    Health: 10XP
    Diligence: 50XP

    Hakam el-Can runs the Cult's bureocracy. He schedules rituals, distributes sacrifices, supplies Eldritch abominations to the troops, and makes sure EVERYTHING IS ON-TIME. He knows what resources are needed where, and is a master of logistics. He also has a surprising amount of free-time, due to his efficient day-management plan. He is a quiet man, never acting directly against those who oppose him .Also a powerful sorcerer, so he's got some eldritch help too.

    Yangi

    • Yangi, The Iron Tank
    Strength: 10XP
    Durability: 40XP
    Intelligence: 10XP
    Health: 10XP
    Diligence: 0XP

    Yangi is one of the more mysterious of the cult. Not much is known about this member, except that maybe he's male. He is encased in a form of armor that is supernaturally tough. Whether he made it, or something else did, is not known. Only that Yangi is very durable.

    • Markar Seferian, Ritual-lord

    Strength: 0XP
    Durability: 20XP
    Intelligence: 30XP
    Health: 20XP
    Diligence: 0XP
    A bulky being, Markar is not well known. He remains in the shadows, assisting the works of other sorcerers. He is a sort of subservient being, never acting independently. He is most known for assisting Aryaman Behzadian's rituals, getting a glimpse into the great knowledge of the mighty sorcerer.
     

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    Last edited: Jan 2, 2018
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  17. Danwar

    Danwar Warlord

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    How will diplomacy be conducted in this game?
     
  18. Tani Coyote

    Tani Coyote Son of Huehuecoyotl

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    Freeform. Do as you want with it.

    The two diplomatic actions with mechanical consequences are war (because stuff gets blown up) and blockades, which cut trade.
     
  19. Danwar

    Danwar Warlord

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    How would you go about attacking alongside an ally into the same province? Would you have to manually say whose troops not to attack?
     
  20. Ailedhoo

    Ailedhoo wonderer

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    I think allies tend to avoid friendly fire by consultation as it were, particularly since in warfare PMs and other stuff are set up to help co-ordinate the pacts.
     

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