The master of Necropolis, largest necromancer city in the world, has fallen to the inevitable grasp of death, even with all of his phylacteries and protections. This death has reverberated around the world, with many of the countries aligned with the pantheon of light have Begun creating plans to lay siege to the fortress city of the dead, a near-impossible task only thought of due to the newly created chaos in the city.
Necromancers from around the world flock to the city, eager to make an attempt for the throne before being absorbed into one of the two power blocks that dominate the insides of the city.
Both power blocks are led by apprentices to the former Lord, and each are preparing to defeat the other and claim the city as quickly as possible.
The Black Rose faction, led by Isabella Hawkmourne is Founded upon the principles of Gaining knowledge and Isolating themselves from the outside world that scorns them and their art, acting only in defense of the city and theirs.
and the Bleached Skull faction recently renamed to Ediolon vigil's, led by Damien Blackthorn Founded upon the idea of Spreading their Ideas, and territory, via force and taking revenge form the outside world that attempts to crush all that they have made.
Right now the leaders of these two factions are competing for the seat of the Necropolis, and the future of the Necromantic city hangs in the balance.
Will the Pantheon of light manage to destroy the city, Will the black rose prove victorious over the Bleached Skull? Vis versa?
TL:DR
The master necromancer is dead and his two Apprentices are vying for the throne due to competing politics. This Civil war also has to contend with attempts by the pantheon of light aligned nation attempting to remove a city filled heretics.
The city of Necropolis is made up of 56 districts. Each district is organized into 1 of 14 ward, With each ward being different from the next. This is due to the early days of the necropolis when instead of one ruling Necromancer king, it was made up of 14 Necromancer lords.
Each necromancer lord customized their ward to their personal tastes and to complement their research. After the first necromancer King managed to conquer the city, he ended the hereditary positions that the lords had been.
Every turn, you get 7 Dice. These can be saved for future turns, and/or spent in the design or revision phases detailed below:
Design Phase: Spend 3 Dice to design something new or make major modifications to something existing. Designs typically result in a Project (detailed below), which takes time and resources to develop to the point where you can start using the design in the first place. During this phase, you can also spend Dice to progress Projects. Any dice spent on a design beyond the base three adds advantage to the Progress roll.
Revision Phase: Spend 1 dice to revise an existing thing, whether it's a prototype, design, project, or anything else. Revisions have their affects apply instantly and don't usually cost anything to implement, but have a reduced scope and complexity.
Production Phase: Spend resources to build Units, Buildings and equipment inside of your districts, adjust existing ones, or repair anything damaged in prior combat.
Tactics phase: During this phase you choose which wards to deploy your forces into, designating which forces will be taking the field this turn.
Projects represent the time and research it takes to fully implement a design. When a Project is started, a 1d6 die is rolled for each category: Time, which determines how many "points" you need to finish the Project; Progress, which determines how many "points" you get automatically per (end of) Design phase (a "1" gives 1 point per turn, a "2"/"3" gives 2 points, a "4"/"5" gives 3 points, and a "6" gives 4 points); and Cost, which determines how expensive it'll be to progress the Project forward outside of the automatic points per turn (the exact cost depends largely on the design itself).
During the Design phase, you can spend any number of Dice to progress forward a Project. Each die invested requires the Project's cost to be deducted from your resources, and gives you 1d6 points towards project completion. Each die invested can also be rushed, giving you 2d6 points instead of 1d6, but also giving a 33% chance of a random severity bug or worsening of an existing bug.
Projects may be cancelled at any time, giving you 50% of all invested resources back and a random number of dice between 1 and the total allotted (including the 3 spent to start the project) back.
A Prototype is rolled for at the start of every Project, with a single category rolled by 2d4: Efficacy, which determines how effective it'll be (relative to its difficulty). If a Project has a manufacturable end result, then once the Project hits 50% completion, Prototypes can be manufactured at twice the cost of the normal price until the project is completed. If the Project does not have a manufacturable end result, then the Prototype will most likely be a lesser form of the end result, implemented once you hit 50% completion.
An example project header would be:
Rancid Flesh Goliath: 20/40 [2] | 10 Necrotic fluid + 100 Corpse’s + 50 Non-metals| Rushed 1 times | 50 Necrotic Fluid, 500 Corpses, 250 Non-Metals, and 5 dice invested
Name, followed by current progress/total needed with the amount guaranteed per turn in brackets, then how much each die of progress costs, the number of times the project has been rushed, and the total resources that have been currently invested.
There are 5 resources with which the factions must concern themselves with.
Necrotic fluid: A product of years of necromantic research, the Necrotic fluid is used to help bind souls into the target medium. If the project concern using souls (creating a Spectral unit, A phylactery (for example) or binding a soul into a body for a smarter zombie) then Necrotic Fluid is required.
Non-metals:, wood, Twine, Sutures, cloth. Any Mundane materiel that isn’t metal is covered by Non-metals.
Corpses: A basic in the art of necromancy, generally gathered from the sick and dying peasants of the necropolis. If a Unit requires a flesh and bone to be created, it will require corpse. (Zombies made from things such as Minotaur’s and manticores Cost more corpses than those created from human, but are possible and viable)
Metal: Metals that are used to create whatever your hearts desire, whether metal claws, built in armor or just a plain old spear. If it uses metal this is the resource to look at.
Special corpses: Corpses of paladin, powerful mages and kings. These corpses are rare, even with those that are being exhumed from the labyrinth beneath the city and those that are smuggled in from outside. Special corpses are used to make truly powerful things. Whether Powerful Units of Death Knights and liches, or Floating monoliths that fire necromantic energy, Flying undead Valkyries or flaming skeletal Giants. Special corpses are the remains of the truly powerful, the hero’s and Tyrants of the world. (Rare, Cannot be gained from recycling)
Every season, you will gain resources from the buildings and wards that you control, after the Tactics phase but before fighting resolves.
buildings fall roughly into two categories.
Defensive buildings that make it harder to attack into a ward such as fortifications.
Production buildings that will produce resources every turn.
Building must be built in a district, and you cannot have two buildings per district. Every ward has 4 districts and as such 4 building slots.
Both Factions start the game with their capitol. This Building generates resources, does not ocupy a district and is completly unique, meaning their is only the one
During the tactics phase, you will deploy units into the various Wards that are under your control. During the battle, those units will attempt to attack the ward connected to their deployment zone. If their deployment zone is touching more then 1 Ward, then you must specify what Unit(s) are attacking what Ward.
If a district has been taken in the ward that they are deployed, they will not attack another ward and instead will automatically attack the Enemy held district.
During the combat phase the winner will be determined after determining Attacking forces, terrain of the ward, defending forces and all other advantages that both sides posses. Winning in combat will result in one side going territory and one side losing it. The winning side will gain control of 1 district of the ward (decided via 1d4/1d3/1d2/) and all buildings inside that district.
When gaining control of a district with a building, a d6 is rolled, on a 1 that Building requires repair for 25% of its cost to use.
Defensive buildings are always considered Damaged when lost or gained. Defensive buildings are always the last districts to be taken. (I.E there are three production buildings and 1 defensive building. The Dice for determining taken districts will start as a d3 instead of d4. And no, four defensive buildings do NOT prevent your opponent from taking any ground)
Units are the term for a group of whatever creature you created. 1 unit of zombies is equal to 100 zombies, while something like a Bone giant unit would be something like 10 bone giants.
During the production phase, units can be scrapped this gives you back 50% of their production cost. This can be done to help clear out obsolete units if you do not believe that they are good for even cannon fodder, or if you are running low on resources.
In the production phase, is a term that covers many things, from Armor to place on zombies, tower shield to give to Skeletal giants or soulfire amulets to burn the souls of your enemies. These are Items that are created during the Production phase and can be assigned to units during the tactics phase.
Equipment is a thing that is an Add-ons to your units. If a zombie has metal gloves in the project that created him, those gloves will already be factored into the units costs.
Not all equipment will benefit all creatures, so think before assigning equipment (I.E, Don’t give a zombie that can barely shamble a greatsword or a ghost who can’t touch things a blade)
Victory is achieved by taking the enemies Capital ward or control of all wards except their capital.
The Black Rose Faction led by Isabella Hawkmourne. Isolationists that wish to keep the status quo and ensure the survival of the Necropolis.
The Ediolon Vigils Faction led by Damien Blackthorn. Would-be conquerors who desire to use the necropolis's might to take revenge on the world that has scorned them.
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