This is a game set in a fantasy universe which is meant to have roleplay and stories from the players about their characters. The hope is for this game to feel somewhat original in
setting and in mechanics, but mostly be fun so it doesn't die. I will set some initial lore parameters at first, merely as a just in case for people who try to make their characters
overpowered. There will be several races that can be played. Your character will start out either alone (starts with an extra gold 10), or with a band (starts with extra units). Over
time through orders, and quests your character will gain a larger following. Once strong enough you can carve out your own kingdom, which will open up some new orders.
Orders
1)Each order must be no more than two lines long, this makes it easier to get updates out on time.
2)Revenue Order - this is an order meant to gather gold. You can word it as trading, questing, extorting locals, and etcetera.
3)Contract/Quest order- You can only do one of these at a time. Contracts give money and quests give prestige.
4)Combat Order - this is the order that will be used for war and fighting. Combat rolls are used for this. In combat the person who gets the highest dice roll wins, more combat rolls
more chances to roll the highest. Succesful combat rolls give money and prestige (amounts are rolled seperately).
5)If a character is wounded (highest roll is a 1) during a contract, quest, or combat roll they will be unable to do any for one turn.
6)Movement Orders - It is a big world and people can't travel from one corner to the other quickly. Moving from one region to another will take one turn. Crossing a sea zone takes a turn as well,
but you can move a greater distance than on land. If a movement order is not sent then I will assume you are staying in that region.
Example:
Character name:McStabberson
Class:Rogue
Orders:
1)Contract order - I have been contracted to rob a merchant's house.
2)Revenue order - I will go to the market and pickpocket
3)Combat order - I am doing a jail break.
4)Buy Order - buy 10 units for 5 gold.
Update:
1)McStaberson succesfully robbed the hous of a prominent merchant. (+5 gold)
2)After days of visiting the market McStaberson managed to pinch a hefty sum of gold. (+10)
3)The jail break was tough but McStaberson and his crew managed to do it. (-2 units, +2 gold, +2 prestige)
4)For a modest pay 10 people joined McStaberson's crew of misfits.
Class:Rogue
Orders:
1)Contract order - I have been contracted to rob a merchant's house.
2)Revenue order - I will go to the market and pickpocket
3)Combat order - I am doing a jail break.
4)Buy Order - buy 10 units for 5 gold.
Update:
1)McStaberson succesfully robbed the hous of a prominent merchant. (+5 gold)
2)After days of visiting the market McStaberson managed to pinch a hefty sum of gold. (+10)
3)The jail break was tough but McStaberson and his crew managed to do it. (-2 units, +2 gold, +2 prestige)
4)For a modest pay 10 people joined McStaberson's crew of misfits.
Job Board
Temporary quests and contracts will be posted by NPCs for players to do. This doesn't offer any thing more than what the players suggest for themselves to do.
What it does is offer something for players to base their contracts/quests off if they want.
Example:
The Elf King is having trouble with ogres in the north and will pay anyone who will assists with this nuisance.
The Gnolls are preparing for an attack. They need someone to secure supplies for them.
The Gnolls are preparing for an attack. They need someone to secure supplies for them.
Rolls:
These are the what is earned from rolls from 1 to 6. Read it as rolled 1/rolled 2/rolled 3/rolled 4/rolled 5/rolled 6
Revenue Order [Gold 0/2/4/6/8/10]
Quest Order [Gold 0/1/2/3/4/5] [Prestige 0/8/10/12/14/16]
Contract Order [Gold 0/4/6/8/10/12] [Prestige 0/1/2/3/4/5]
Combat Ordr [Gold 0/1/2/3/4/5] [Prestige 0/4/6/8/10/12]
Revenue Order [Gold 0/2/4/6/8/10]
Quest Order [Gold 0/1/2/3/4/5] [Prestige 0/8/10/12/14/16]
Contract Order [Gold 0/4/6/8/10/12] [Prestige 0/1/2/3/4/5]
Combat Ordr [Gold 0/1/2/3/4/5] [Prestige 0/4/6/8/10/12]
State Orders
Now since you have forged your own nation it must be preserved. For starters you gain 50% more gold and prestige from orders.
1)First off you can now have far more units as a maximum standing army, 7000 plus what your class and state rank allows.
2)Second you gain an extra revenue order to gather wealth for your nation. Revenue orders can now be used to request a treaty or alliance with NPCs and players. (Yes and No are rolled for NPCs)
3)Third instead of doing a contract/quest you issue one. Players who don't own a nation themselves can also take part of these (if you wish). These orders will still give gold and prestige.
4)Fourth you now can declare war, which costs one combat order. When at war you have 2 combat orders per turn and one war order. Combat orders involve minor fighting such as skirmishes and the like.
5)Fifth war orders are when you send your army to attack an opposing army or occupy a region.
6)Sixth buy orders can be used to increase the defense level of a region you own (every level increase gives an extra combat roll when fighting there, and how many more turns the enmey must stay there to take it by seige.)
7)Seventh your army moves much slower than you do. Instead of one turn to switch from one region to the next, you need one turn to cross provinces.
Purchases
Every ten units are worth 5 gold.
Presitge or Gold can be used to purchase a rank increase.
+1 Region defense is 200 gold
+1 combat roll is 500 gold
Grand Quest
A grand quest is nothing more than a particularly challenging quest that cannot be cancelled, so make sure your ready. These quests are used to track down powerful beings for a boon.
This could be an extra combat roll, large sums of money (amount will be rolled for anywhere from 100-400 gold), prestige (300-1000 depending on roll),
or an army (gain 1000-5000 units depending on rank). For variety's sake you cannot hunt down the same being again, unless you have already hunted for all of the other one's.
The beings
Aegis
Fallen from grace this angelic being traverses the world for unknown reasons.
Corval the Blind
A former titan that has remained on this plane because he could not see the path back home.
Hamal the Fortress
An abandoned weapon of the gods this antronarch is ancient, sentient, but most importantly powerful.
Gorelstizz Father of Drakes
There are dragons and then there are drakes. Drakes are smaller less powerful and shortlived compared to dragons. No one knows how but Gorelstizz, with his mates, managed to create these creatures
, and the world is a more dangerous place for it.
Qextenuchel the Ocean Lord
Often worshiped as a sea god the Ocean Lord is a wyrm (sea dragon), but will give a boon to those it finds worthy.
Remnant
The spirit of the first sentient mortal who wanders the world as an unseen observer.
Thunderbird
This massive avian beast is powerful enough to make storms, and the flap of its wings sound like thunder.
Ur'va the Enflamed
The demon lord once tried to enslave the world now lives in isolaation after his defeat millennia ago. Though still weakened from said defeat he still is a formidable bieng.

Fallen from grace this angelic being traverses the world for unknown reasons.
Corval the Blind

A former titan that has remained on this plane because he could not see the path back home.
Hamal the Fortress

An abandoned weapon of the gods this antronarch is ancient, sentient, but most importantly powerful.
Gorelstizz Father of Drakes

There are dragons and then there are drakes. Drakes are smaller less powerful and shortlived compared to dragons. No one knows how but Gorelstizz, with his mates, managed to create these creatures
, and the world is a more dangerous place for it.
Qextenuchel the Ocean Lord

Often worshiped as a sea god the Ocean Lord is a wyrm (sea dragon), but will give a boon to those it finds worthy.
Remnant

The spirit of the first sentient mortal who wanders the world as an unseen observer.
Thunderbird

This massive avian beast is powerful enough to make storms, and the flap of its wings sound like thunder.
Ur'va the Enflamed

The demon lord once tried to enslave the world now lives in isolaation after his defeat millennia ago. Though still weakened from said defeat he still is a formidable bieng.
GM Events
There are some minor or major events that I will implement. Minor events are random and based off of a seperate roll I will do. These will vary in severity but just be an annoyance.
Major events on the other hand will be on a schedual only I know. These are important things that will affect everyone. Like a plague, invasions from far off lands, and etcetera.
If you really most know when a major event is occuring a player(s) can implement a grand quest to hunt down one of the beings.
War
When NPC's are at war a player can base contracts/quests and combat orders off of fighting for one side (if they are in that region). This will increase relations with that faction, and give
more rolls when trying to form an alliance with them once you become an independent ruller.
Your army will have its own movement orders, so be sure to tell me if you are moving with it or not.
Every time as a state you take a region your troop maximum is increased by 200.
Solo perks
For those players that don't want to become nations that conquer the world you can stay as a wanderer to wrack up combat points, which will then be bought for either 5000 prestige or 5000 gold.
Why would you do that? Well for the cost of five combat points you can kickstart a major event. It can either be one coming up or a custom one that can be worked out with the GM.
Maps
With Region Borders
Without Borders
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