The Lost Barbican
When the world of Aerowell ended, there was little the mages could do to stop it. The Dark Moon rose in the North, and the sky was dyed purple under it's might. Under it's ominous glow, much of the world, and it's inhabitants, we're corrupted. Mages and masters across the world threw their might against the oncoming light, but one by one, they fell. In the end, it was those who fled, who survived.
To the west, the great gates of the Lost Barbican we're forced open. An ancient stronghold, it was abandoned by the First Dwarves when they dug too deep. Luwald Griswine, last king of the western mountainholme, had to abandon his ancestral kingdom when the Moontouched attacked the fortress. Having no other option, the Lost Barbican was opened, and Aerowell's last survivors descended into the ancient bowels of the earth. Behind him, others followed, and the future was cast in darkness.
Welcome to the Lost Barbican, the last splotch of darkness in a world drenched in a horrid light. You find yourself to be the leader of one of the several factions who must share the last city in the world. As such a leader, you have a seat at the Counsel of Lords, the governing body of this city. Whether you were the ancient king of a now lost empire, or the lowly sargent who led your people to this dank underworld city, your vote holds as much weight as any other member. Now you and your fellow counsel members must guide the last bastion of mortality through these tremaltous times. Through famine, plague, and the unending Moontouched onslaught, it is your steady hand and iron will that shall keep these lands afloat, or fumble them to the unholy light of the Dark Moon.
Game composition:This game is divided into turns, with there being twelve turns in one year. Each turn will begin with the results from last month. After which, you'll receive the war notes for the coming month, if there are any, so that you can allocate your armies accordingly. Lastly, comes the issues at hand. These are issues that require the Counsel to take a vote on and are decided by simple majority vote. Whether this is as simple as raising taxes, or as difficult as allowing new refugees to join your city, the counsel must vote on how to proceed. Additionally, Lords have the power to add to the docket requests and other issues for the counsel to address. Lastly when you take your turn, I ask you update your inventory somewhere in your post. It'll go a long way if everyone can manage their own, so I don't end up spending more time balancing books than writing for the game.
Resources In this game all resources are pooled into a single stockpile. As a result, there are a few ways to gain resources for your faction to use. If one of the Lords wishes to expend resources, whether it be to equip their armies with weapons or build new buildings, a Lord may put a supply request before the counsel. Unlike normal motions, these pass unless a majority denies the request. The second way to gain resources is to simply buy them from the stock pile (using your funds collected by taxes, more on this later). Of course sneaky lords may skim some resources off of their buildings on the way to the stockpile, or even more dreadful, steal them from the stock pile, though these come with various associated risks.
TaxesNothing can be certain but death and taxes. Each month lords will collect taxes from their various establishments, and enterprises. These taxes go directly into the lords coffers, and can be spent at their leisure. Useful for buying resources from the stockpiles, or from other lords, as well as units, trade goods, and boons of all kinds.
ExpensesOf course running a city is not cheap and there are various expenses tied to lordship. The first is the King's tax. This is a small tax levied on to the lords that goes into the central stockpile for miscellaneous uses throughout the kingdom, as well as to be used by the lords through the central stockpile. The other main expenses are the operation costs for buildings, as well as pay for units.
Units and Combat
Your units are the main source of actions for your faction. The main types of units are combat orientated, while civilian actions are mostly done through buildings. There are three main types of damage: piercing, slashing, and bludgeoning. Each of them has advantages. Piercing does extra damage against larger creatures, and can occasionally pierce armor. Slashing damage has an advantage against unarmored and lightly armored units. Bludgeoning damage is best used against targets which do not bleed or are heavily armored.
EspionageOf course brute force isn't the only way to achieve your goals. Subterfuge and espionage are often great options for ambitious lords. This culminates in the spy unit, a rather sneaky unit. Upon creation they (secretly) are given a specialization. This can be something like theft, assassination, or intelligence gathering. Though the spy is often used within the city itself, a clever Lord may find much use for them in the caverns.
BuildingsBuildings are the other half of your holdings as a Lord. These are related to more civilian pursuits and often serve some sort of function. There are four main types: resource generating, service oriented, and housing, and production oriented. Mines and farms are two good examples of resource generating buildings. Taverns, shops, and the like don't generate resources, but collect revenue from the citizenry. Housing is another main type of building. Your citizens require housing, and homeless citizens have greater unrest, which can lead to a variety of issues. Taxes from houses are lower than other types of buildings. Lastly there are production based buildings. These are buildings designed to make objects out of raw resources. These are your blacksmiths, your alchemists, and various other craftsmen. These buildings produce finished goods, which unlike raw resources, don't go into the central stockpile. However, the goods they create can often be sold for a decent sum of coin or be used by your armies or citizens for great benefit.
There is one area where buildings and military overlap: defensive structures. Walls, bastions, and other defensive structures provide no taxes, but give significant advantages during the combat section of each turn.
Magic and GodsUnder the light of the dark moon the voices of the gods have grown faint and the power of magic has ebbed. However, deep under the earth you have found your strength returning as you discover the strange magics of this abyssal land. Magic and Gods are a bit more free form and can provide unique advantages. Much of the world's magic has been lost, abandoned in vast libraries on the surface. Though through research and study, you can create all manner of spells and enchantments.
ResearchMuch of the world's history and advancement was lost when the surface world was abandoned. Each turn players will receive 1d10 (an amount determined by a ten sided dice) research to spend on researching a topic of your choice. When research on a new topic begins, it will be given a difficulty. This determines how many research points it requires to complete. From this points may be subtracted if you have related research completed.
Character SheetLeader name:
Leader description: (physical and personality)
Leader backstory: (How you became leader and how you got to this point
Faction name:
Faction race: (Feel free to create your own race here or have a mix of a few races)
Faction backstory: (History before the Dark Moon and how your faction got here)
Faction trait: (choose two, you may choose the same one twice).
Faction traits:
Miners: Start with 1 mine.
Farmers: Start with 1 farm.
Brewmaster: Start with 1 tavern.
Blacksmith: Start with 1 forge.
Swordsmen*: Start with one swordsman army.
Spearmen*: Start with one spearman army.
Axemen*: Start with one axeman army.
Scout: Start with one scout army.
Hunters: Start with one hunter army.
Archer*: Start with one crossbow army.
Spy: Start with one spy.
Mystical: Start with one mage.
Faithful: Start with one priest.
Alchemist: Start with one alchemist.
Custom start: Work with Roboson for a custom starting option.
*You may create a variant of these instead.
**Requires additional backstory.
So I've tried to run a bunch of civilization games in the past and I can never really get them off the ground. They end up becoming a lot of work really fast. So I've designed this one with that in mind. Keeping the resources in one central place for processing is going to do wonders. Setting it up so most actions are processed in one place is also going to help a lot. Last, but not least, players are going to manage their own inventories when they post their actions. So if you're spending ten iron to equip your armies, you mark that on your running inventory when you post. All of this combined is going to seriously streamline the hard part of updates and let me really focus on what we're all here for, poorly written walls of text solid detailed updates.