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Author Topic: Warlords of Pangaea (SG) Long live Evtun of Zalesh!  (Read 4861 times)

Tyrant Leviathan

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Warlords of Pangaea (SG) Long live Evtun of Zalesh!
« on: February 20, 2017, 02:19:00 pm »

on a world much bigger than Earth. With vast lands and magic.

Where dragons and dinosaurs exist along with people.

Speaking of which, your people are considered savage and unclean. Being a great horde along the lands of

Pangaea


So yes. Fantasy world set up where you rule a tribe of warring barbians until day you settle your own land. Also got to let your dynasty span out. If succession is taken out or all your people dealt with. You lose. Nation stats will be next post. This is clan creation post oh and your destined enemy gets wiki love when selected.

So let's play..




Warlords of Pangaea

For all basic barbarian horde needs.
 
Stats:

Martial: How well versed in military you are. From tactics to training and actual combat.

Influence: Power of personality in which you befriend people ad others bend to your cause. By personality.

Plots: How sneaky you are in plotting out ways to deal with foreign and domestic threats.

Stewardship: How well you actual can govern the land and people.

Piety: How devote you are. Keep in mind tribe magic is real and it is according to your ties with God(s)

Fidelity: How likely to have kids.

Intelligence: How smart you are to invent new ways of dealing with life.

0-10. Starting character have 4 in all and traits alter. There are ways to max stats out as they all have benefits.

Traits pick: 6 slots. Some cost 1, 2, or 3 slots.

1: Wealthy: Begin with four items. GM rolls for value of them but all results are good.
2: Genius: Born as a incredible genius. Get + 4 Intelligence.
3: Military Mastermind: Start off with tactics and advanced strategy for the time. Also bonus in army actions.
4: Strong: Born as a beef tank. + 3 Martial. + 2 Fertile.
5: Touched by Heaven: Able to channel magic without the Gods help. Die rolls decide which are used.
6: Trained Hard: + 2 Martial due to combat training.
7: Immunity: Immune to poison.
8: Smooth Tongue: You got a smooth voice you can use to your advantage and know when to talk. + 2 influence. + 2 Plit.
9: Driven by Desire: Driven with the urge. The urge to procreate. + 3 to fertile.
10: Builder: + 3 Stewardship and speeds up building things.
11: Daddy's Lessons: Your father taught you the secrets to a good leader. Skilled underlings. +3 Stewardship.
12:Family Unit: Start with a (rolled) wife and 1/6 children of various age.
13: Likable: +3 Influence as people legitimately like you.
14: Attractive: +2 likable as your physically appealing, and spouse will approve more.
15:Hunter: Grew up hunting as long you could remember. It makes +2 martial, +bonus hunting rolls, and + to exploring if leader joins in.
16: War Pact: Counts as 2 slots. Your foe fathers made a pact with a war God. In battle you change into a War Form, a being of horrible power and strength. Even likely to subdue most things by sheer force. Count with strength of 20 men. Big bonus in military action if leading. This one marks off 2 piety as you’re a monster.
17: Former Imperial Servant: Used to work for the Empire. Not proud of it, made good experiences though. +1 all stats but Fertility. Counts as 2 slots.
18: A giant amongst us: +4 Martial and Fertility. Counts as 2 slots. You are huge, 6’10 and above in height, with biceps bigger than most men’s heads.
19: Lives in Faith: + 2 Piety, and + Roll for gaining miracle power with offerings/God favors.
20: Lucky: Counts as 3 slots. If you fial a roll, get a re roll.
21: Born under good signs: Counts as 3 slots. Get +2 to all rolls.
22: Commander of Beasts: Able to tame beasts on your own with no problem. Handy in getting new steeds, and gaining new life stock.
23: Medicine Man:  Less likely to die and can heal others
24: Crafter: As you craft stuff. Makes it easier to do.
25: Spy Master: +4 Intrigue. You play games all the time to keep people on their toes.

Clan Traits: Pick 4 from below.

1: Crafters: Cheaper cost and better crafted things.
2: Builders: Good at building.
3: Warriors: Good fighters.
4: Hunters: Good at exploring and food that way.
5: Farmers: More food.
6: Devote: More religion.
7: Mercantile: Good at obtaining things of value.
8: Hardy: Healthier people so harder to kill and more babies.
9: Knowledge: People pick up on advanced things/ learning faster.
10: Healers: Really good medical knowledge. So less deaths in general.
11: Handlers: Life stock booms are greater.
12: Tamers: Able to domestic more wild animals to tamed.

Values: Pick 3 below. Decide religion and values to appease your ancestors.

1: Valor: Never flee from battle and fight well.
2: Mercy: Spare foreigners or defeated foes who are not a threat.
3: Cunning: Out trick/ play your enemies.
4: Duty: Do all in power to serve your family/ tribe.
5: Freedom: Enjoy freedom to make your own choices to live out your life.
6: Love: To spread this particular feeling and embracing its aspects.
7: Self Control: Contain thyself in spur of moment choices.
8: Justice: See that all is fairly done.
9: Adventure: Go out and see what is there.
10: Honor: Keep your word.

Arch Enemies: Pick 1 from below. Some I roll die for. Kill these guys for points. Anything else? Ticks off your ancestors. No worries they will try to screw you over so makes it easy.

List:
1: Green Skins: Goblins and orcs here. Needless to say they come in small to big size. Mostly cowards who need numbers. Goblins do thinking, orcs do work.
2: Beast Men: Roll to see which
3: Craglings: Rock monsters who rule mountains. A hardy proud bunch who love fighting and eating.
4: Fae: Mysterious beings who use glamour, to do horrible things.
5: Demi Humans: Roll to see which.
6:Salamanders:
7: Sea Kings: Rulers of the ocean. Mutant sea critters and water breathers with flooding and water problems to be seen here.
8: Winter Lords: The people of ice and snow who bring winter to the world.
9:Dragon Blooded: A mad gambit of magic and dragon eggs has made race of dragon people.
10: Plant Folk: Weird denizens of the forest.
11: Biomancers: Masters of flesh magic who use horribly mutated minions.
12:The Created Ones: Fantasy world robot people.
13: Wing Spawn: Humans changed by the sky God into winged humanoids. They have superiority complex.
14: Giants: Gigantic humanoid man eaters.
15: Trolls: A proud and true warrior race from the underground.
16: Human Clan: Roll to see which
17: Chimera: Race of those mutated who evolve based on what they eat and shift the traits at will.
18: War Born: Were tribe of proud warriors. A wrong deal turned them into rampaging murder rage monsters.
19: Dinn: Mysterious and magical crystal lizards.
20: Ogres: Big, dumb meat eating bandits who are ruled by their women who can channel magic.

Lastly. Name of tribe and title of your warlord.


Also wives: To take more than one wife is acceptable. But they and offspring will compete to see who will be in charge. Two or three is to make sure of kids. In time to reflect on status can take more. Depending who joins your tribe. Also in issue with kids. They are born with half of fathers score but inherit mother traits.

1: Warrior Woman: A bad ass warrior maiden who is likely your body guard. Kids would be strong, and she can lead troops and be your body guard, but if pregnant best to keep her out of harms way. Even if she disagrees.
2: Medicine Woman: The local healer. So your less likely to die.
3: Witch: Picking this temptress one gets to access spells directly. Problem is the cost was her womb, so no kids with her. Ever.
4: Hunter Maiden: A leader among the hunting community. With her as your bride you get knowledge of all encountered beasts and bonus explore/scout/patrol. Problem is she has to lead the adventures so less time having baby, and while pregnant cannot perform duties.
5: Garderner: Has plant knowledge. Making her handy to look over famring techniques for more food;
6: Priestess: Get more rolls/points from God related stuff, problem is she is not as fertile and less likely to have kids.
7: Smiths Daughter: Get bonus in crafting and item knowledge.
8: The Beauty: So damn beautiful and prime any kid from her will get bonus stats. Problem is so pretty every man wants her. Be ready to keep her, gotta fight if need be.
9: Merchants Daughter: With this bride one gains bonus goods, plants, and naimals at start to make things easier.
10: A Princess: Picking this bride means you start off with two peoples under banner. For double military opportunities. Problem is less happiness due to culture divide.

Tribe:
Title


Edit: Rules.

1: Six town actions. Can get council for two free picks said council does.

2: May only build one thing for now. ( At stewardship ten, can build two things back to back. Rest upgrade stuff like farming and trade when you get potential buyers.)

3: Can upgrade stats twice. But not same thing twice.

4: Every stat has role. Depends on how you wanna be.

5: Sometimes duo events occur so no town time. Only A-B-C options. For that seasonal half.


6: Use divine favors as magic. Roll for results. May declare it in situation if prompted. Max favors allowed is four. In reserve.

7: Only one discovery at a time.
« Last Edit: March 03, 2017, 12:35:57 am by Tyrant Leviathan »
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HugeNerdAndProudOfIt

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Re: Warlords of Pangaea (SG)
« Reply #1 on: February 20, 2017, 02:33:10 pm »


Martial: 4
Influence: 4
Plots: 4
Stewardship: 4
Piety: 4
Fidelity: 4
Intelligence: 8

2: Genius: Born as a incredible genius. Get + 4 Intelligence.
7: Immunity: Immune to poison.
21: Born under good signs: Counts as 3 slots. Get +2 to all rolls.
24: Crafter: As you craft stuff. Makes it easier to do.

Clan Traits:

5: Farmers: More food.
1: Crafters: Cheaper cost and better crafted things.
10: Healers: Really good medical knowledge. So less deaths in general.
8: Hardy: Healthier people so harder to kill and more babies.

Virtues:

4: Duty: Do all in power to serve your family/ tribe.
2: Mercy: Spare foreigners or defeated foes who are not a threat.
10: Honor: Keep your word.

Arch Enemy:

12:The Created Ones: Fantasy world robot people.

Name of tribe:

The Tribe of Dah Rensol.
Warlord title: honorific prefix Dah.

Wives:
7: Smiths Daughter: Get bonus in crafting and item knowledge.
2: Medicine Woman: The local healer. So your less likely to die.
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RoseHeart

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Re: Warlords of Pangaea (SG)
« Reply #2 on: February 20, 2017, 03:04:14 pm »

And I thought this was gunna be a dinosoar rp game.
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Tyrant Leviathan

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Re: Warlords of Pangaea (SG)
« Reply #3 on: February 20, 2017, 03:11:45 pm »

And I thought this was gunna be a dinosoar rp game.

Dinosaurs are in it. As animals, steeds, and some beast people are Dino people.

RoseHeart

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Re: Warlords of Pangaea (SG)
« Reply #4 on: February 20, 2017, 03:13:40 pm »

Is there smart(sentient) dino?
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Tyrant Leviathan

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Re: Warlords of Pangaea (SG)
« Reply #5 on: February 20, 2017, 03:20:32 pm »

Is there smart(sentient) dino?

Yes. But not revealing everything yet. Gotta keep some sense of mystery.

Prophet

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Re: Warlords of Pangaea (SG)
« Reply #6 on: February 20, 2017, 04:46:23 pm »

Stats:
Martial: 4
Influence: 4
Plots: 4
Stewardship: 4
Piety: 4
Fidelity: 4
Intelligence: 4

Traits:
16: War Pact: 2 slots
5: Touched by Heaven:
20: Lucky: 3 slots

Clan Traits:
Warriors
Hardy
Handlers
Tamers

Values:
1: Valor
4: Duty
9: Adventure

Arch Enemies:
13: Wing Spawn

Wives:
3: Witch
10: Princess

Tribe: Akesh
Title: Kashan
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A cute intersex harem with everyone in love with the androgynous king and smart and useful enough into pushing the kingdom forward.

S34N1C

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Re: Warlords of Pangaea (SG)
« Reply #7 on: February 20, 2017, 07:27:23 pm »

PTW
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VoidSlayer

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Re: Warlords of Pangaea (SG)
« Reply #8 on: February 20, 2017, 09:20:52 pm »

Stats:
Martial: 9
Influence: 4
Plots: 4
Stewardship: 4
Piety: 4
Fidelity: 4
Intelligence: 8

Traits:
2: Genius: Born as a incredible genius. Get + 4 Intelligence.
4: Strong: Born as a beef tank. + 3 Martial. + 2 Fertile.
15:Hunter: Grew up hunting as long you could remember. It makes +2 martial, +bonus hunting rolls, and + to exploring if leader joins in.
22: Commander of Beasts: Able to tame beasts on your own with no problem. Handy in getting new steeds, and gaining new life stock.
23: Medicine Man:  Less likely to die and can heal others
24: Crafter: As you craft stuff. Makes it easier to do.

Clan Traits:
Warriors
Tamers
Knowledge
Devote

Values:
Mercy
Justice
Adventure

Arch Enemies:
Winter Lords

Wives:
Priestess
Hunter Maiden
A Princess

Tribe: Zalkesh(our tribe) fa Ulduna(Princess's tribe)
Title: Evtun

TheBiggerFish

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Re: Warlords of Pangaea (SG)
« Reply #9 on: February 20, 2017, 09:49:45 pm »

*shrug*
PTW.
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Tyrant Leviathan

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Re: Warlords of Pangaea (SG)
« Reply #10 on: February 22, 2017, 08:06:06 pm »

Stats:
Martial: 9
Influence: 4
Plots: 4
Stewardship: 4
Piety: 4
Fertility:6 ( Stupid typo being fidelity. That's something else. In this game.)
Intelligence: 8

Traits:
2: Genius: Born as a incredible genius. Get + 4 Intelligence.
4: Strong: Born as a beef tank. + 3 Martial. + 2 Fertile.
15:Hunter: Grew up hunting as long you could remember. It makes +2 martial, +bonus hunting rolls, and + to exploring if leader joins in.
22: Commander of Beasts: Able to tame beasts on your own with no problem. Handy in getting new steeds, and gaining new life stock.
23: Medicine Man:  Less likely to die and can heal others
24: Crafter: As you craft stuff. Makes it easier to do.

Clan Traits:
Warriors
Tamers
Knowledge
Devote

Values:
Mercy
Justice
Adventure

Arch Enemies:
Winter Lords

Wives:
Priestess
Hunter Maiden
A Princess

Tribe: Zalkesh(our tribe) fa Ulduna(Princess's tribe)
Title: Evtun

Three clan results and no votes so rolled due. Needless to say picked this set up. Now. To begin.

Now to the game!
-


Clan Zalkesh has risen in the plains. Their former homelands being the northern rim. Until the war with the Winter Lirds made them go south to warmer climates. The village was currently among plains and hills bordering a river and forest. Vast land. Being a tribal barter society money USC a substitute. Things have value. More valuable it is. More value to market. Unlike the Lunar Empire who trade in coin. Coins. Tools of slave masters truth be told. And your people are free. With you as their leader. After being lawfully declared Evrturn. Your quest for fame. Glory and influence begins.


-

Spring 900 B E

So far the move has offered much bounty. In marrying the beautiful princess Casca. You have a new people and resources to your name. They dress funny with paints and clothes. But they have proven themselves handy in a fight.

Your first wive Odette is currently at shrine praying to the Annui. Your rightful Gods. In beautiful cloth, jewelry and beads. As your second wive, Gwyn the red has just went out and made a report. Riding on the back of a saber tooth cat. As a pale trodon pet was currently gnawing its bone. The little reptile beast was smart. For a non mammal. No writing. But could count and understand words. Gwyn appears in her leaf, feather and bow attire speaking. " Our land is vast husband. It maybe what we needed to  our tribe. I believe the woods should use more exploring. There were talks of strange women in the woods.

As she speaks this. She notes the hilt if your blade. The heirloom of your rule. Crafted by yourself. The hilt made from dinosaur spine and blade of volcanic glass sharpen to a fine point.


What do you do?
A: Let the men do what they wish with the finds of wood. It is finders keepers. Even the people.
B: Look but do not touch. Go to another part of woods.
C: Try to bring one of them back. Let them know of a new authority, yours.


And aside that matter. One could be attempting to influence the people to be better.

Notice: As your intelligence is 8. Means get even more points to improving yourself and settlement.

6 choices to below.

Improve stat ( Any stat. Pick and choice. Each time a development point)

Craft new device

Drill Men into patrols

Build something ( due to stewardship 4. Cannot pick. Random)

Better equip troops

Spend time with your wife/wives ( raises fidelity and chance of offspring)

Go exploring ( just troop, you join, wife joins or both join. Counts as fidelity if both join.)

If explore declare direction. ( East is plains. North is mountains. South is river going down. West is forest.)

Make offering to the Annui

Drill workers to farming with animals

Discovery ( Intellifence high enough. New trick with existing stuff before you.)

VoidSlayer

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Re: Warlords of Pangaea (SG)
« Reply #11 on: February 23, 2017, 12:21:46 am »

Improve stewardship
Craft new device
Better equip troops
Go exploring with both joining, northern mountains
Make offering to the Annui
Discovery


Lets get a building list and go crafting and exploring.  With our clan traits we should never not be improving our warriors somehow, making offerings and trying to learn.

Atian the Elephantman God

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Re: Warlords of Pangaea (SG)
« Reply #12 on: February 23, 2017, 06:34:02 am »

Improve stewardship
Craft new device
Better equip troops
Go exploring with both joining, northern mountains
Make offering to the Annui
Discovery


Lets get a building list and go crafting and exploring.  With our clan traits we should never not be improving our warriors somehow, making offerings and trying to learn.
+1

VoidSlayer

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Re: Warlords of Pangaea (SG)
« Reply #13 on: February 23, 2017, 01:00:42 pm »

Oh also I guess B for the option, no need to start a war right now.

Imic

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Re: Warlords of Pangaea (SG)
« Reply #14 on: February 23, 2017, 02:32:38 pm »

Improve stewardship
Craft new device
Better equip troops
Go exploring with both joining, northern mountains
Make offering to the Annui
Discovery


Lets get a building list and go crafting and exploring.  With our clan traits we should never not be improving our warriors somehow, making offerings and trying to learn.
+1
+1
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