"BOUNTY: 10,000 GOLD COINS FOR REMOVAL OF BLACKCLAW DUNGEON"
The ranger scanned over the king's letter. It was ridiculous there was no way he was going to do this. If not for the warrior and thief with him. For he knew the thief was going to do it without either of them getting to it, the warrior was going to do it for honor, and he was going to do it because he's never seen it.
... ... ... thump thump. The droning filled the dusty catacombs. The Warlock had gotten used to it, it was almost a lullaby at this point as he thumbed through the pages of his dark tome, licking his long spider like fingers with each page turn. There was suddenly activity. An alarm of motion. Creatures of all the darkest concoctions scampered past him on their way to fresher air. It was time to do some practical arts for his talents. By the sound and sustaining nature of the commotion, it would be a challenge, if he were to fight fair...
Welcome!
Choose to rule the lands above or below, and fight the forces on both, or make alliances.
Kingdoms have better units
Dungeons have linear, and thus better defenses
RP with rules emerging as needed.
All units are either from or closely inspired by the games Majesty and Dungeon Keeper(series').
Real time unit and structure building.
Rules
- Hostile scenarios can be settled between all parties in any way that they all agree upon. However for reference for default, see the supplemental reference. Units away from home can be destroyed by a sufficiently large force or coalition if you do not respond for 24 hours, attackers losing no units(surprise attack).
- All players start with a brand new kingdom or dungeon with starting units and structures. You then may gain such things in real time as allowed in the reinforcements reference.
- Any kingdom structure can be the target of an attack(no walls). However when attacking a dungeon the keeper must reveal what the first and each next room is. Invaders can skip two rooms for each 24 hours the keeper doesn't respond(shortcut).
- Trap rooms should be an inconvenience but too hard and a player can brute force their way through by sacrificing 2 heroes or 5 rabble to destroy the room.
#Supplemental Reference#
There are three types of combat units. Rabble, Hero, and Champion. If forces on either side are great enough to kill the units on the other, the owner of those units decides which dies. A tie will favor the player commanding the most diverse Army.
- Rabble: guards and most dungeon units.
- Hero: can defeat 3 rabble units without dying. A dungeon may promote one rabble to a hero who destroyed a castle or dungeon heart, or seduce one with a torture chamber(defeat to capture).
- Champion: a unit who has destroyed a castle or dungeon heart or killed the current champion. Worth 2 heroes, limit 1 per game.
- Units can be gifted to another player. If a hero's guild is destroyed, another kingdom can steal him if they have an inn and sufficient space. Converted heroes will only we've a dungeon if it's destroyed, or the hero is tortured again in another dungeon.
#Reinforcements Reference#
You make make one fortification action per day. So if you spawn units you cannot make a building and vice versa.
Once per day (Keeper)
- build a room(10 cap): Trap, Lair, Torture Chamber
- spawn 10 rabble(50 cap)
- convert 2 prisoners to your army. (2 per T.C. cap)
Once per day (Majesty)
- begin building an inn, guild, guardhouse. Or finish one started previously.
- recruit up to 3 heroes.
You can have 5 heroes of each guild in your kingdom.
You can have 5 heroes from other kingdom's guilds for each inn you own.
You can have 4 guilds. Inns are part of this limit.
You can have 5 guardhouses. You get 2 guards for each guard house. They are replaced If lost each new day. They cannot leave your kingdom.
A defeated unit can be held as a prisoner in a guardhouse instead of killed. 1 prisoner per guardhouse.
Buildings can be destroyed if you cannot sufficiently defend them. Invading forces must successfully destroy a guardhouse before attacking a guild and must successfully destroyed guild before attacking the castle.
#Misc. Guidelines#
- Results can be determined by bargaining, coin flips, and arbitration from a defender chosen player. Efforts made to reference game elements to one's advantage should be acknowledged by an opponent unless they have a superior example to counter it.
- You can use non-combat npc units at will. Try to create a scenario.
My liege, a guild wishes to join the kingdom!
(10s second of your first post in thread)
0 RANGER
1 WARRIOR
2 THIEF
3 MONK
4 BARBARIAN
5 WIZARD
Majesty! If this kingdom is to prosper, it needs more heroes!
Your second starting guild can be from the game or closely inspired by it.
You start with five heroes of some combination of your guild types.
A new creature has begun to spawn from your dungeon heart...
0 SKELETON
1 BILE DEMON
2 FIRE LIZARD
3 TROLL
4 MISTRESS
5 VAMPIRE
Look now Keeper, what dreadful creature spawns from your dungeon heart...
Choose your 2nd army unit. Doesn't have to be one of the above.
In addition to the two corresponding monster rooms, you get 3 starting trap rooms. But you do not need to reveal what they are until heroes explore them(can be decided in your mind as they do so).
You start with 20 monsters of some combination of your army types.
Rose Thorn Dungeon
roseheart
Piratopia
piratejoe
Kingdom of Light
Private Nomad
STARTING OVER
If your kingdom or dungeon heart is destroyed, your first post after this happens determines the next one you build's result.