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Exileman
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#201

Post by Exileman »

Don't worry to much right now Lia. Rogue cant' start the game right now anyway. He's at work :D
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#202

Post by Rogue 9 »

Oh, shut up. :razz:
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#203

Post by Comrade Tortoise »

BTW: Props to the plant people. Natures revenge=always cool
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#204

Post by Dark Silver »

I..need to get mines finished...

I'll post it today, i'm serious, just...been otherwise occupied.
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#205

Post by Comrade Tortoise »

added a section of my OOB concerning economics. Will have a map up tonight
"Nothing in biology makes sense except in the light of evolution."
- Theodosius Dobzhansky

There is no word harsh enough for this. No verbal edge sharp and cold enough to set forth the flaying needed. English is to young and the elder languages of the earth beyond me. ~Frigid

The Holocaust was an Amazing Logistical Achievement~Havoc
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#206

Post by frigidmagi »

Ra'akon.

The Ra'akon is a bipedal mammalian creature who greatly resembles the raccoon. He stands at little under 1 meter (about 3.5 feet) and weighs around 100 pounds. The Ra'akon are at a stone age level, dwelling in the vast swamp of the Lous Pennsula, west of the Taurian nation. social structure differs from tribe to tribe but some basic points remain the same, such as the role of the Shamen. The Shamen is the keeper of the tribe's history, it's link to the spirit world and the overall advisor to all members, he act as the keeper of wisdom and often dictates the correct season for activties. While there are dozens of tribes, 3 tribes are dominant.

Ma'athlon Tribe (6pts)
Led outright by their Shamen, He'ershi. The He'ershi live on the northern most coastal regions, they build nest in the treetops and hunt creatures on the swamp floor and gather shellfish from the coast. The warriors are known for dropping on their targets from above, while hunters distract the enemy on the ground.

He'ershi, Shamen and leader of the tribe.
1pt.

Hunters, wearing alligator leather armor and using flint tipped spears. They hunt the great predators of the swamp in peacetime and as such are the strongest and quickest males in the tribes. Medium infantry.
2000 strong, 2pt.

Archers, armed with shortbows with no armor.
2000 strong, 2pt.

Droppers, males who in battle creep above the enemy in the treetops and leap down onto the enemy. Skirmishers
4000 strong 1pt.

Bei'ilorn Tribe (7pts)
Led by an elected war-chief and a shamen, they control the interior of the swamp, rarely venturing out. Among the more conservertive of the tribes, they field the smallest number of troops of the major tribes but those troops are among the heaviest armed of the tribes.

Ma'asheri, war cheif of the Bei'ilorn tribe. A warrior in his prime, he is quiet popular with the warriors.
1pt

Na'asheri, shamen of the Bei'ilorn tribe, Ma'asheri's brother. A talented shamen, who is less then popular with the tribe but completly trusted by his brother.
1pt

Warriors, They fight with turtle shell shields and alligator leather armor, flint tipped spears and wooden clubs. Heavy Infantry
2000 strong 3pts.

Archers-shortbows without armor.
2000 strong 2pts.

Tur'rielin Tribe (5pt)
Led by counsil of elders, they live on the inland border of the swamp. Their shamen died without fully training his sucessor, this leds others to believe they may be a tribe in decline.

Warriors, wearing leather armor with flint spears. Medium Infantry
2000 strong 2pts

Archers, shortbows.
2000 strong 2pts.

Skirmishers, sling men and javelin throwers.
2000 strong 1pt.

Minor tribes (2pts)
These bands live in the areas inbetween the major tribes.
Skirmishers
4000 strong 2pt
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#207

Post by Charon »

Concerning OOB's. Please keep them clean and easy to read. For example, Ra and Cat and Magi have exceptional OOB's, not due to detail, but when they spent points, it's easy to tell where they put them, what they're getting for it, they're generally even nice enough to put down exactly what that unit is used for.

Exile, I can't read a Goddamn thing you've put down. Bolding things is good, using the enter key when discussing your different cities and military units is better. Plus could you please clean up your pluses. Right now it looks like some of your units have as much as a +6. When the maximum possible is a +3.

Lia, please put down how many point you put into each unit instead of a general overview. Because using the standard for how much units usually cost I'm getting some different points than what you have down, which either means that you miscalculated, or some of your units are better than what the standard cost is, and that needs to be displayed.
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Lia
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#208

Post by Lia »

Sorry 'bout the mess, if the math doesn't add up still, let me know. Rather new to this sort of thing, and, frankly, math is not my forte.
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#209

Post by Exileman »

Damn. Generally my typing doesn't end up like my handwriting. I'll talk to rogue to see how I can improve the thing, but as far as math I assure you no unit has plus six. What you may see is that I wanted 2 groups of the same units IE 4000 units as oppossed to the standard 2000 and condensed their extra point expediture into one.
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#210

Post by Cynical Cat »

Exileman wrote:Damn. Generally my typing doesn't end up like my handwriting. I'll talk to rogue to see how I can improve the thing, but as far as math I assure you no unit has plus six. What you may see is that I wanted 2 groups of the same units IE 4000 units as oppossed to the standard 2000 and condensed their extra point expediture into one.
Wrong answer. Repeat after me: "Yes o mighty GM, wonder of the worlds, I will use the edit function and make my order of battle much clearer."
It's not that I'm unforgiving, it's that most of the people who wrong me are unrepentant assholes.
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#211

Post by Charon »

Exileman wrote:Damn. Generally my typing doesn't end up like my handwriting. I'll talk to rogue to see how I can improve the thing, but as far as math I assure you no unit has plus six. What you may see is that I wanted 2 groups of the same units IE 4000 units as oppossed to the standard 2000 and condensed their extra point expediture into one.
Like I said, just add some spacing between the different units and that should clean things up a lot.

As for the 4000 thing. Just build them as 2000 for the OOB and explain the point expenditure that way. We're not saying that in the game you're going to need to run around with a single army of troops broken up into groups of 2000, just that for ease of purpose when you buy troops you get 2000.
Wrong answer. Repeat after me: "Yes o mighty GM, wonder of the worlds, I will use the edit function and make my order of battle much clearer."
Oh come now Cynical, when have I ever shown to be a believer in the all powerful GM. Other than all those quotes of me saying as much. :wink:
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#212

Post by Masterharper »

Cynical Cat wrote:Wrong answer. Repeat after me: "Yes o mighty GM, wonder of the worlds, I will use the edit function and make my order of battle much clearer."
Lies! GM Grovelling only gets you more noticed. It's better to know when you're beat and back off -before- you need Grand Mercy.
Unless of course this is World's Largest STGOD. Then you just get killed by your neighboring 'Half-Demon NPC Winged Orc Hordes That Are Also Always On Fire For No Particularly Good Reason' after your OOB is up, but before you actually get to mobilize anything.
Last edited by Masterharper on Tue Oct 17, 2006 8:13 am, edited 2 times in total.
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#213

Post by Charon »

Hmmm, I am intrigued by these Half-demon winged Orc hordes...


Tell me more. Your God Master demands it!
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#214

Post by Masterharper »

In addition to the obvious advantages (they can fly, and they're on fire!) they subsist soley on the ravaged OOBs, backstories, and used character sheets of PCs! Sort of like eating broken dreams!

Don't delay! Order your horde today!
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#215

Post by Rogue 9 »

Your ideas interest me and I wish to learn more. Do you have a pamphlet?

Oh wait. Never mind; I almost forgot being on the receiving end of said ideas for a moment. :razz:
Last edited by Rogue 9 on Tue Oct 17, 2006 11:24 am, edited 1 time in total.
The Paladin's Domain, My Blog (Updated 5/18/2009)

"Live free or die: Death is not the worst of evils." -- General John Stark

"A fortress circumvented ceases to be an obstacle.
A fortress destroyed ceases to be a threat.
Do not forget the difference."

"Fairy tales do not tell children the dragons exist. Children already know that dragons exist. Fairy tales tell children the dragons can be killed." -- G. K. Chesterton
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#216

Post by Rogue 9 »

Fisher, you screwed up your archers. You bought them in infantry unit sizes; a unit of archers is 1,000 men, not 2,000.
The Paladin's Domain, My Blog (Updated 5/18/2009)

"Live free or die: Death is not the worst of evils." -- General John Stark

"A fortress circumvented ceases to be an obstacle.
A fortress destroyed ceases to be a threat.
Do not forget the difference."

"Fairy tales do not tell children the dragons exist. Children already know that dragons exist. Fairy tales tell children the dragons can be killed." -- G. K. Chesterton
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#217

Post by Masterharper »

So whats left? What do we need yet to get this puppy rollin'? More NPCs? Trade routes? Weather Patterns? Ocean Currents? Astrological Predictions of National Fate Based on Star-Charts? Me going over to Rogue's house and poking him until he does so?
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#218

Post by Charon »

*thinks* Well all of your nations fates are pretty easy "doomed". Trade routes will be hammered out in game. The Easternmost NPC's have not been assigned stats yet, but I can do that. Poking Rogue always helps. I also have a friend that I've poked into showing some interest, now if I can get him to post on here I will be ready to start.
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#219

Post by Rogue 9 »

Is The Village Idiot going to play, or do we need to strike him from the map?
The Paladin's Domain, My Blog (Updated 5/18/2009)

"Live free or die: Death is not the worst of evils." -- General John Stark

"A fortress circumvented ceases to be an obstacle.
A fortress destroyed ceases to be a threat.
Do not forget the difference."

"Fairy tales do not tell children the dragons exist. Children already know that dragons exist. Fairy tales tell children the dragons can be killed." -- G. K. Chesterton
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#220

Post by Masterharper »

The more the merrier! I was just curious as to whether there was a window of beginning-ness and all. First game for me and whatnot, so I'm not familiar with the inner workings so much as you guys are.

I shall continue to wait.
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#221

Post by Rogue 9 »

It won't be long.
The Paladin's Domain, My Blog (Updated 5/18/2009)

"Live free or die: Death is not the worst of evils." -- General John Stark

"A fortress circumvented ceases to be an obstacle.
A fortress destroyed ceases to be a threat.
Do not forget the difference."

"Fairy tales do not tell children the dragons exist. Children already know that dragons exist. Fairy tales tell children the dragons can be killed." -- G. K. Chesterton
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#222

Post by The Silence and I »

Damnit Charon! Stop poking me, ok I'm also interested in joining, as a small nation in the north. There, now leave me alone! :razz:

The race concept is an air breathing amphibious creature. They are mostly fish eaters, playful and non aggressive they spend most of their time in and around water. They are large and strong and fast and agile both on land and in the water. The average member (the sexes are nearly identical) masses around 150 kg (330 lbs).

Underwater caves are provided with air and they have built some small 'cities' and towns near the shore for interaction with 'landwalkers.'

Technologically they are in the stone age, fire is used for cooking and not much else and metal working never developed.

They have no navy, relying on their swimming stamina and speed instead of boats.

They have not developed many weapons, fire hardened and sharpened sticks are common, and armor is made of thick sea weed cloth with shells and bones woven in. In the event of a conflict with landwalkers their biggest barganing chip is the ease with which they can destroy surface ships without offering any target in return. On land they stay near water, where they can utilize their magic. Their melee ability is poor and they rely primarily on TKing chunks of ice across the battle field.

Their magic is both limited and powerful: they control water, nothing else. They can shape and TK water and ice, and change water to ice and back, but little else. Every member of this race has some ability, and the masters are quite powerful, but all require some form of H2O or they are powerless.

They are eager traders and offer pearls, fish, dyes, shells, little blue rocks, shell fish, seaweed and driftwood for low prices. They favor gemstones (not necessarily of value--a nice quartz crystal looks as good as most rubies to them), precious metals, smoked meats and certain brews.

They have a polytheistic naturalistic religion but very little doctrine. Stories form most of their religion. They have a spoken language all their own, and only a few can communicate with the landwalkers. Their written language is fairly basic but adequate for their needs.

Tribal conflict used to occur from time to time but recently a new system of underwater caves was discovered and realestate tensions eased. The caves are used to store food and as gathering places where young are born and raised, and where the tribes retreat incase of danger. While they raise young in underwater caves they breed on land, a throwback to their past.

I've worked out a location with Charon and he is updating the map again (the poor bugger :grin: ). I'll polish this up and put in the other thread soon.
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#223

Post by Charon »

Behold! Map!

That pretty much covers everything. A few OOB's still need some editing, but I don't see any reason why we can't open the diplomatic thread.
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#224

Post by Charon »

The Holy Uriendel Empire

Location- East of the Koronan Empire

Imports- Steel, lumber, precious metals, gems
Exports- Seafoods, fruit, dyes

4,000 Heavy Infantry "Inquisitorial Knights"- 10 points
10,000 Medium Infantry- 10 points
3,000 longbowmen- 9 points

20 Heavy Warships- 3 points
80 Scout ships- 4 points

500 Mages- 3 points

The Holy Uriendel Empire has been in power for five centuries, ruling over part of it's island with an iron religious fist for that time. The ruling class is the priest, with the state religion being the Holy Church of Dahhok. They have broken away from the church to some extent, disagreeing on what it sees as having pandered to the heretics and heathens. Despite that they are still given a seat in the Church and go about their way. The Uriendel Empire has almost no contact with their Elven neighbors to the West beyond trade, as they refuse to have any greater dealings than that with the heathens.

The magics of the Uriendel Empire are similar to their Koronan brethren, save that the magic they perform, instead of being stored in a rune, is stored in a gem.

The Farnian Republic

Location- East of the Nithgaard

Imports- steel, lumber, furs
Exports- Seafood, cotton, silk

6,000 Dragon Guard (elite heavy infantry)- 12 points
1,000 Slayer Guard (elite longbowmen)- 4 points

40 Anti-air Ballista- 12 points

60 scout ships- 3 points

Reginald- 2 points

One would think that the Farnian Repulic would be more concerned with their elven neighbor to the West, but that would be false. The Kainan of the Republic worry more about the giant dragon to their East that makes it's lair on that island. To combat this threat their military has become extremely specialised. The current ruler of the Farnian Republic, Reginald, is a harsh and unforgiving man, but also a powerful one, and he needs to be to maintain the countries defense as they are smashed between a large nation and this dragon.
Last edited by Charon on Fri Nov 10, 2006 7:45 pm, edited 2 times in total.
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#225

Post by Charon »

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