For thousands of years the nation of Moreau has existed in peace and tranquility. Moreau is a blessed oasis of life and civilization in an otherwise barren world. Due to the numerous Heart Stones, giant glowing crystals, the lands of Moreau have always been fruitful and pure. Beyond the range of the crystals endless wastes stretch far beyond the horizon in all directions. Nothing has ever grown in the wastes, nothing can be built in the wastes, and nothing has ever come through the wastes. Until now. Last night a creature appeared on the edge of the Wastes. It was strange and disgusting. Its very presence caused the land to wither and die. A single man touched it while it still lived and he immediately shriveled and died. A valiant young man of one of the great keeps drew his sword and slew the beast. This is the world you find yourself in. You are a lord of one of the Heart Stone keeps, how will you defend this nation from this strange new threat?You are the Lord of one of the Heart Stone Keeps. Your rule over a section of the land of Moreau. A strange enemy and an impending war is upon you. You must defend your lands for as long as possible, indefinitely if you must. The proximity to your Heart Stone has imbued your bloodline with resistance to the Corruption which this enemy spreads. As a result you must raise troops from your bloodline (or adopted at birth) to combat this enemy.
Turns: Each turn is 5 years.
Territories: The land of Moreau has been split up among the many keeps. Each player will have a territory and a keep to defend. Defending your lands is your utmost priority, as well as defending the lands of your fellows. If a keep falls, the territory is lost forever.
Capital: The capital is an NPC territory with many stock bloodlines, but doesn't send troops to defend the other territories. It also contains the main Heart Stone. If the capital falls, the game is over.
Bloodlines: Each player will begin with certain traits. These traits may affect the physical attributes of a character or their personality. Some are hereditary or learned by those training in your keep. The exact mechanical effects will not be disclosed, and not all traits have a mechanical effect on combat.
Attacks: The enemy needs time to build up its strength, as a result, it only attacks every few years. Not every territory will be attacked simultaneously, but several may be. Its up to players to decide how to divide their troops and fend off the attacks.
Unit types: There are several types of units. The swordsman, the spear-man, the knight, the archer, and the chemist. Units begin training at birth, any later and they wouldn't be able to resist the corruption. As a result recruitment of any unit takes 3 turns and cannot be done at the same time as research.
Swordsman: A balanced unit.
Spearman: An offensive unit.
Knight: A defensive unit.
Archer: A ranged unit.
Chemist: Mid ranged offensive unit. Has AoE effects that can hurt friend and foe alike.
Research: The Lords of the keeps may research improvements to their units. Upon completing a tier one improvement respective tier two and three topics will be revealed. Special research projects have a chance to be discovered.
Tier One
Improved Swords- 25 years
Improved Spears- 25 years
Improved Shields- 25 years
Improved Bows- 25 years
Improved Bombs- 25 years
Improved Swordsman Armor- 25 years
Improved Searman Armor- 25 years
Improved Knight Armor- 25 years
Improved Archer Armor- 25 years
Improved Chemist armor- 25 years
Combat is a straight roll battle between your forces and the enemy. You send in your troops and I do the rolls for the combat. Your units attempt to flee when low on health, the enemy does not. If players wish they can give their troops general orders or tactics that I will try to work into their attack patterns.
Character Sheet:Name:
Personality:
Physical description: