The world is in a cold war. Or a very warm peace, its hard to tell. For centuries the races have warred almost endlessly, but in recent years a treaty has brought a tentative peace to the lands. Now a new continent has been discovered in the west and this discovery has threatened to unbalance the delicate peace. Tales of danger, fortune, and glory spread like wildfire across the land. The discovery was made by a new world power, the Republic of Magical Races (RMR) and the have proposed the following.On this new continent a republic of all the races will be established. All major races, and many minor races, will be allowed a seat at this new table of power. And a cut of the riches.
The Game:Players will play as a representative of their race of choice and will try to advance their political goals as well as the goals of their people and country.
The game will be split into three phases, each lasting about 12-24 irl hours.
Issues Phase: When the RMR Head of Colony brings new issues to the attention of the members and the members discuss the issues.
Voting Phase: When the members vote on aforementioned issues.
Action phase: When players can mobilize their resources and take various actions.
There are several preapproved races, however custom races can be PM'd to me and I can give it the OK or veto them.
Sign Up Sheet:
Character Name:
Race: (See Preapproved Races)
Race bonus: (See Preapproved Races)
Homeland Resources: (Pick a resource that you occasionally get from your homeland)
Starting Resources: (See shop)
Speech color: (No doubling up)
Preapproved Races:
Human: Mundane and boring. Humans are alright at everything. As a result they gain a 5% profit increase across the board.
Animal Men: The half-man half-beast bipedals have made a recent rise to power. They are also quite varied and are those slightly over OK at everything. (If you want to be a specific animal-person, PM me and we will work out race bonuses)
Red Orcs: Hailing from the mountains these larger orcs work mines and are larger than their cousins. They make excellent warriors.
Green Orcs: Hailing from the woodlands these orcs are accustomed to a rural lifestyle. They are the best lumberjacks in the world.
High elf: From shimmering cities in the north, these tall golden elves hardly venture into the world. They make powerful wizards.
Wood elf: The enemies of the orcs and defenders of the forest. They are incredible archers and decent assassins.
Dwarf/gnome: The dwarves and gnomes have lived together for centuries. They make wonderful metalworkers and miners.
Goblins: The dastardly enemies of the dwarves. They are decent assassins and miners.
Other: Many other races have petitioned the RMR for a place in this new city. (PM or just ask)
Things to Consider:
Each race will start with 2000 gold in its treasury. Each race starts with 200 peasant colonists and a single ship. You may, before the start of the game, purchase resources for a discounted price. These will be your starting resources on the untouched frontier. After that, what you build is what you got and sending for resources will be costly and slow.
Nothing is known of this new world. There may be unexpected dangers, peoples, and magics waiting for you ahead. Be careful how you plan your start.
As far as lore goes, the known world has most common magics, monsters, and races. Gods are worshiped and occasionally provide blessings upon their worshipers and champions. Demons, angels, and other powerful creatures do exist, but are not playable options. Science level is medieval with magic advancing it slightly beyond that time. (So there are no guns, but there are a few wizards capable of a sniping spell).
Food: Your people have to eat. Each unit eats one food per turn (all three phases collectively count as a turn).
Lumber: Easier to work than stone, but less durable. Its good for all sorts of things.
Metal: Mostly used for the construction of tools weapons and armor. Jewelry too.
Stone: Basically used for building. Cheap tools too.
Straw: Used to feed animals. Can also be used to make roofs.
Gems: Used to make expensive jewelry.
About the Action Phase:
This will be the part of the game in which you gather resources, build buildings, mobilize units, and anything else your heart desires. To take actions you PM me during this phase. If it is a public action, like you are opening some sort of business, I will announce it during the next phase. If it is secret, then its a secret and only spies can can discover it.
There are five main categories for units: melee, assassin, ranged, wizard, and worker.
Melee units are big and strong. They have the highest strength and highest defense, but typically the lowest intelligence. They make wonderful guards and enforcers.
Assassin Units are sneaky. The don't necessarily have to be deadly either. They should be used as spies, assassins, and scouts.
Ranged units are archers. They have high damage output and accuracy, but also have distance. These can be used similarly to assassin units, but can also be used as hunters or to back up melee fighters.
Wizards are magical and can do a wide variety of things. Alchemy, sorcery, combat magic, are all things wizards are capable of. Wizards almost always have a classification such as shaman or sorcerer, but any magic user is counted under the wizard class. They can be used in almost any way, except they are incredibly fragile.
Workers are the units you put to work making you money and building your stuff. Normally you'll just set these guys to work and you won't have to do anything with them afterwards.
Peasants are untrained civilians. They can become any of these other classes for a price.
Starting Resources Shop:
Melee unit: 400
Assassin: 600
Wizard: 500 + specialty cost
Archer: 400
Worker: 250
Lumber: 500
Metal: 1000
Gems: 1500
Stone: 600
Straw: 200
Food: 300
Animals: 150 + special/size cost