This is a RtD that takes place in the same world as my other RtD, The Wind Beneath Your Feet.
You will take the positions of members of various guilds in the city of the Floating Castle, a city of one the largest empires of the world.
Your goal is to claim as much territory for your guild as possible, and amass higher and higher amounts of votes in order to sway the local government in your favor, and eventually to kick out the idiot of a King you currently have, and take the throne!
There are 3 types of guilds:
The Melee Guilds, that consist of the Fighters, Warriors, and Paladins.
The Thieves Guilds, that consist of the Rouges and the Assassins.
The Mages Guilds, that consist of the Warlocks, Wizards, and Sorcerers.
Only one of each type can own a single building, so while the Warriors and the Wizards might share a building, the Wizards could
not share with the Warlocks.
For each building your guild has, they have 1 vote in deciding legal matters.
If a building is close to a market, they will generate gold for the guild funds as well.
Name: You can leave this blank, mostly I'll just address you with your screen name, but this might come up in rare cases, then you can just make one up on the spot.
Specify your character's race and class: For races you can choose from the standard Fantasy fair, or you can ask if I'll allow something else, if it appears in my other game, it's allowed. Feel free to haggle with me, I'm pretty lenient.
For your class, just put pretty much whatever you want, but keep in mind what kind of guild you're in. Again, you can look at the other RtD for inspiration, some of them get pretty wacky.
Then you can work on your stats.
All stats start at 2.
Choose a guild and a diety, and add their bonuses.
Add one stat point in stat you choose.
----- Stats:
Stength: Helps to hit hard in melee, and other physical actions
Agility: Helps to dodge, and attacking at range
Fortitude: Helps to withstand pain and increases Vitality
Logic: Helps to cast powerful spells, and other intellegence based problems
Focus: Helps to cast defensive spells, and for spotting at a distance
Willpower: Helps to withstand phycological damage, and to push yourself beyond limits
Eloquence: Helps in speech and social matters.
----- Attributes:
Vitality: Your physical health, keeps you alive. Melee's get more, Mages get less
Phyche: Your mental health, keeps you sane. Mages get more, Melee's get less
Inventory: What you've got in your pockets, you start with 20 gold and the clothes on your back
Melee guilds:
Warriors: +1 Strength from brutal training
Fighters: +1 Fortitude from strict combat routines
Paladins: Choose a second bonus deity stat point from faith
Crime Guilds:
Assassins: +1 Agility from honed senses
Rouges: +1 Eloquence from scamming
Mage Guilds:
Warlocks: +1 Willpower from harsh initiation
Sorcerers: +1 Focus from consistant training
Wizards: +1 Logic from constant studies
Dieties:
Lion: Diety of Might, Pride, and Valor. Choose from Strength, Fortitude, or Willpower
Unicorn: Diety of Grace, Cunning, and Mystics. Choose from Agility, Logic, or Focus
Hydra: Diety of Luck, Lies, and Insults. Bonus to Eloquence
Abilities:
Like in my other RtD, you won't get to choose your abilities. You get one for your race, and two for your class, one active, one passive.
And that's all there is too it!
Name: (You can leave blank)
Race:
?
Class:
+
=
Guild:
Deity:
Stats: (start at two, modify by guild, deity, and one free point)
-Strength-- 2
-Agility----- 2
-Fortitude-- 2
-Logic------ 2
-Focus----- 2
-Willpower- 2
-Eloquence- 2
Vitality- (8/8 for Melee, 6/6 for Thief, 4/4 for Mage)
Phyche- (4/4 for Melee, 6/6 for Thief, 8/8 for Mage)
Inventory- 20 gold
Every turn, you post your actions, if you want to do something secretly, which you should do if you're messing with a rival guild, you can send me a PM.
You get one action, you can try to increase your funds at the markets if your territory is close enough to them, you can try to increase your guilds territory, or you can do something else. Be creative.
NOTE TO POSSIBLE NEW PLAYERS: There are two players to each Guild, the guilds with empty slots are the Fighters, Rouges, Wizards, Sorcerers, and Warriors.Maps: Purple Buildings are Guild Halls, they cannot be taken over by rival guilds.
The yellow group is the Goblin Mafia, they are non-playable.
The Grey groups in each map indicate other, non-guild, independent groups. On the Melee map, they show bands of street brawlers and the like, on the Thieves they show gangs, and on the Mage's map, they show cults and sects.
Remember, while the city may be horribly managed, (which is why there are 8 different guilds to begin with, and fighting in the streets between them) the City Guard are still rather well paid, and are quick to be dispatched if the King is displeased.
Character List: Race Order Guild Class Deity
Alexandria Human Guard Town Guard Captain of the Guard N/A
Remuthra Human Mage Warlock Conduit of the Mad Hydra
kj1225 Human Thief Rouge Fire Rouge Hydra
OREOSOME Half-elf Thief Assassin Shadowstalker Lion
dewboy Elf Thief Assassin Master Assassin Hydra
Maxinum McDreich Human Melee Fighter Defender Lion
Xantalos Drakon Mage Wizard Magus of Flame Unicorn
Dansmithers Critter Mage Warlock Tactician Lion
flabort Kobold Mage Sorcerer The Dividing Force Unicorn
Harry Baldman Nondescript Melee Paladin Paragon of Hydra Hydra
HmH Dwarf Melee Paladin Blood Miner Lion
Xanmyral Animate Armor Melee Warrior Forgotten Slayer Unicorn