Exilian

Off-topic and Chatter: The Jolly Boar Inn => Forum Games - The Beer Cellar! => General Chatter - The Boozer => Mafias and RPGs => Topic started by: Phoenixguard09 on July 18, 2014, 11:22:21 AM

Title: EMPIRE! A Community World Building Game Set in Norbayne
Post by: Phoenixguard09 on July 18, 2014, 11:22:21 AM
EMPIRE! The History of Norbayne

Map of Norbayne

The Rules of Empire

Starting: Creating a Region
Spoiler (click to show/hide)

Region Types:
Spoiler (click to show/hide)

Starting: Creating Your First Ruler
Spoiler (click to show/hide)

The Rounds:
Spoiler (click to show/hide)

Attributes:

Diplomacy:
Spoiler (click to show/hide)

Military
Spoiler (click to show/hide)

Curiosity
Spoiler (click to show/hide)

Magic
Spoiler (click to show/hide)
Title: Re: EMPIRE! A Community World Building Game Set in Norbayne
Post by: Phoenixguard09 on July 18, 2014, 11:26:03 AM

Spoiler: Realms of Norbayne (click to show/hide)

Region Caps - Regions are capped at 1/10th total regional population and may not exceed 1,000 within Capital Regions or 500 in Auxiliary Regions.

Notes:

1. The Bovus Empire was hit with a massive plague and has been seeing off slave revolts and the like for some time now. Hence why their population numbers are screwy. This will stabilise over the game.

2. The Linyati are unique in how they act in war. They may have up to 50% of their population mobilised for war.

3. The Geardarr in Freeholm are a very newly established kingdom on the Boltmoors. As the survivors of a successful slave rebllion, their numbers a quite low at the start. Due to that same fact, militarily they may have up to 30% of their population mobilised for war.

4. The Danann are naturally not a numerous people. Their starting populations are low due to their tradition of having at least a quarter of their youth die every year.

5. The Woodsmen are not centralised, have never been numerous and have only recently banded together as part of a successful slave rebellion. Their numbers are exceptionally low.

6. The Leathe are also not centralised and have never been numerous. Their numbers are exceptionally low.

GM's Note: '-' as values in this table means I haven't gotten around to filling in the value yet. Don't panic. 


Spoiler: Military Table (click to show/hide)

Spoiler: Resource Table (click to show/hide)
Title: Re: EMPIRE! A Community World Building Game Set in Norbayne
Post by: Cuddly Khan on July 18, 2014, 11:39:32 AM
That table looks a bit skooif. Do you mind if I straighten it out a bit?
Title: Re: EMPIRE! A Community World Building Game Set in Norbayne
Post by: Phoenixguard09 on July 18, 2014, 11:52:10 AM
I hadn't finished, I'm trying to fix it up, but by all means mate, if I give you the raw data, could you input it for me please? I'm struggling with the tables on here. Zetaboards does it differently. :P
Title: Re: EMPIRE! A Community World Building Game Set in Norbayne
Post by: Phoenixguard09 on July 18, 2014, 12:02:13 PM
So yeah, there's the tables. If you could fix them up for me Khan, I would be very appreciative. ;)
Title: Re: EMPIRE! A Community World Building Game Set in Norbayne
Post by: Cuddly Khan on July 18, 2014, 12:20:20 PM
Yup, I'll do it, but you'll owe me. ;)
Title: Re: EMPIRE! A Community World Building Game Set in Norbayne
Post by: Phoenixguard09 on July 18, 2014, 12:23:35 PM
Yeah sure. I promise I won't set any unkillable magic beasties on you in your first round. ;)
Title: Re: EMPIRE! A Community World Building Game Set in Norbayne
Post by: Cuddly Khan on July 18, 2014, 12:30:03 PM
Daaaaaaamn, this is going to take friggin ages!
Title: Re: EMPIRE! A Community World Building Game Set in Norbayne
Post by: Phoenixguard09 on July 18, 2014, 12:33:23 PM
Tell me about it. I had to come up with all the details in them. :P

If you can do just the one for me, I should be able to figure it out to do the others.

Or you do them all and I promise no unkillable beasties for two rounds. Maybe even three. :D
Title: Re: EMPIRE! A Community World Building Game Set in Norbayne
Post by: Cuddly Khan on July 18, 2014, 12:48:42 PM
Arrrrr! It's just like writing code. One little mistake and it messes the whole thing up! Then you have to look through all of it just to find that tiny thing you got wrong.
Title: Re: EMPIRE! A Community World Building Game Set in Norbayne
Post by: Phoenixguard09 on July 18, 2014, 02:45:06 PM
Thanks Khan, I owe you mate. ;)
Title: Re: EMPIRE! A Community World Building Game Set in Norbayne
Post by: Cuddly Khan on July 18, 2014, 03:00:34 PM
You do... I got cramps in my left hand now, from copying and pasting so many times, over and over again.
Title: Re: EMPIRE! A Community World Building Game Set in Norbayne
Post by: Pentagathus on July 18, 2014, 06:08:13 PM
Well I need to read up on the Norbayne shizzle but I'll at least post a draft or whatever now and you can let me know if it's particularly preposterous or whether its completely postposterous.

The realm of Gylkoti or the Quendom of Gylda or whatever.
Region 116.
Type is land.
Pop 9,400
Bordering mountains (I think?) to the north much of the region is upland. To the east there is a largely forested area cutting the region off from the sea as it is reputably inhabited by savage and inhospitable residents (probably Dannan.) The roads south lead into more gentle hills and even some plainlands before reaching the borderlands. (As three landmarks and I meant to be naming specific locations or just general features?)

The indigenous people are almost entirely midlanders (not counting the eastern forest) and are regarded as the regions greatest detractor. Its said (or boasted by the locals) that for centuries potential conquerors and kings have avoided the region due to the unruliness and stubbornness of its people. These traits seem to have been developed as a response to a long line of rulers with severe mental illness. Its rumoured that the land suffers an ancient curse that drives all its rulers insane eventually. The people are mainly farmers who place a great importance in livestock, although bronze and silver determine wealth it is cattle that is largely used to determine status. Trading away livestock (cows in particular) is seen as highly demeaning and a sign of great poverty, to the extent that even offering to buy a family's cattle can start a bloodfued.  Men and women generally hold typically traditional roles but there is little stigma attached to living outside of the normal expectations meaning female smiths and warriors are not uncommon and neither are male brewers or spinners.
However many (perhaps as much as a third) of the current population are outlanders as the Queen Gylda accepted many refugees from the borderlands after rising to power a decade ago. These migrants are highly loyal to their Queen and are generally relied on to encourage the locals to follow her orders and deliver honest reports on the goings on of the realm.

The region is rich in iron and wool. It is able to sell timber, although it takes brave men and women to work within the eastern forests so timber is not currently traded in any significant quantity.  The local's prize bronze but despite having sufficient tin deposits have no access to copper so must trade for it. Bronze is commonly used in decorations, has particular importance in religious ceremonies  and is used  to make breastplates which are worn (by particularly wealthy warriors) over iron mail.

Queen Gylda is unmarried, her heir is her half brother Gylad who is the son of the previous king Madbyr (or as he is known nowadays "Mad Bastard the Great") Diplomacy 3 Military 3 Curiosity 5 Magic 2 Luck 3. 
Gylad the heir is still considered a child at the age of thirteen, he could potentially claim his father's throne for his own when he comes of age as Gylda is not Madbyr's daughter but it is unlikely that he would want to and even less likely that anyone would follow him as his father's final (and fatal) policy was a population control scheme that amounted to attempted genocide and sparked brutal civil war.



Do projects count towards attribute increases?
Is the mountainy foresty looking thing that runs down the east of the map the wardenfells? And if so is the southern tail navigable since its home to the squirell people?
Title: Re: EMPIRE! A Community World Building Game Set in Norbayne
Post by: Cuddly Khan on July 19, 2014, 02:41:50 AM
Is there a limit on how many actions we can use for exploring/colonizing in one round?
Title: Re: EMPIRE! A Community World Building Game Set in Norbayne
Post by: Phoenixguard09 on July 19, 2014, 03:26:12 AM
As many separate armies as you have, although to be warned only one battle will be commanded by your ruler. Other battles will be other nobles, who aren't as skilled.
Title: Re: EMPIRE! A Community World Building Game Set in Norbayne
Post by: Pentagathus on July 19, 2014, 09:22:10 AM
Do we start with any units in the first round?
Title: Re: EMPIRE! A Community World Building Game Set in Norbayne
Post by: Phoenixguard09 on July 19, 2014, 01:54:23 PM
No units to begin with mate. You can create them in your first round though. ;)
Title: Re: EMPIRE! A Community World Building Game Set in Norbayne
Post by: Cuddly Khan on July 19, 2014, 02:00:51 PM
You start with population though. :)
Title: Re: EMPIRE! A Community World Building Game Set in Norbayne
Post by: Cuddly Khan on July 20, 2014, 04:36:37 AM
Just noticed, it's a bit unbalanced. It's set so that the maximum possible population received at the start of the game is 15000, but for polar regions it's 32500. Is it supposed to be this way? Note that this is if you roll ten tens for the first one and three tens for the second one.
Title: Re: EMPIRE! A Community World Building Game Set in Norbayne
Post by: Phoenixguard09 on July 20, 2014, 08:46:13 AM
Sorry guys, they're typos. The underground and polar regions are x100 not x1000. I'll fix it up in a minute.
Title: Re: EMPIRE! A Community World Building Game Set in Norbayne
Post by: Cuddly Khan on July 20, 2014, 10:13:00 AM
Damn, I was looking forward to starting with a crazy high population. :P
Title: Re: EMPIRE! A Community World Building Game Set in Norbayne
Post by: Phoenixguard09 on July 20, 2014, 12:45:40 PM
Alrighty then guys, if you want to get your bits and pieces into me by Friday, we'll begin. The beauty of this game is that once we start, other people can still join in without being too unbalanced. ;)
Title: Re: EMPIRE! A Community World Building Game Set in Norbayne
Post by: Phoenixguard09 on July 20, 2014, 12:57:51 PM
@ Penty's various question.

Landmarks or general features, either works. It's intended to be landmarks, but you can count features if you wish. ;)

Projects do count towards attribute increases.

And yes to both questions regarding the Wardenfells. :)
Title: Re: EMPIRE! A Community World Building Game Set in Norbayne
Post by: Cuddly Khan on July 20, 2014, 09:48:25 PM
Do we do the dice roll for population ourselves?
Title: Re: EMPIRE! A Community World Building Game Set in Norbayne
Post by: Phoenixguard09 on July 21, 2014, 03:45:45 AM
Yeah. ;)

Hmm, I've got a dice-roll code on my forum, but there's not one here... Shall I run the rolls for you then and link the results to the Battlehammer dice rolls thread?
Title: Re: EMPIRE! A Community World Building Game Set in Norbayne
Post by: Cuddly Khan on July 21, 2014, 08:05:34 AM
Naa, I found a dice roller through google. It works well enough. I think you can do up to 100d100 with it. :P
Title: Re: EMPIRE! A Community World Building Game Set in Norbayne
Post by: Cuddly Khan on July 31, 2014, 09:32:58 AM
PG, I hope you don't mind, but I've decided on trying my hand at remaking the map. You say that the island is a similar size to Australia but it looks terribly small to me. Just wondering if there was anything that you wanted me to add or anything missing in the map that you made. Inland water maybe? How would you like the center of the map? Where would you like the mountains? What is the grey area and the bluey-green looking area down in the south and is the darker green area in the east dense forests or mountains?

I'm planning on making a map similar to this one. (http://www.cartographersguild.com/attachments/tutorials-how/43796d1333802117-%5Baward-winner%5D-eriond-tutorial-gimp-wilbur-vranos-final.jpg)
Title: Re: EMPIRE! A Community World Building Game Set in Norbayne
Post by: Phoenixguard09 on August 03, 2014, 01:36:50 PM
Thanks mate I am really armadilloty at cartography. :P

As far as mountains go, anything which looks kind of grey-ish is meant to be mountainous. The eastern border are the Wardenfells, that blue-green bit are the Black Fens which is dense swampland.

I've actually got a black and white world map, rather than just the continent one which I would be greatly appreciative if you deigned to re-draw that for me. http://www.giantitp.com/forums/showsinglepost.php?p=17715786&postcount=126 It's in there. Mountain ranges are just about the only things I've really nailed out. :P

As to lakes, rivers etc. carte blanche my friend. :P
Title: Re: EMPIRE! A Community World Building Game Set in Norbayne
Post by: Cuddly Khan on August 03, 2014, 09:55:27 PM
It would be handy if I could get a rough explanation on where the snow and deserts are on the other two continents.
Title: Re: EMPIRE! A Community World Building Game Set in Norbayne
Post by: Phoenixguard09 on August 04, 2014, 03:39:02 AM
As far as Unterguardt and Varr go, basically all snow. ;)

As to Sothbayne, the northern lands are mainly wide grasslands with forests becoming more common once you pass the Southern Ranges.