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Author Topic: Battle of the Gods 3 : Rule discussion, OOC talk and preparations  (Read 29601 times)

Kashyyk

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Re: Battle of the Gods 3 : Rule discussion, OOC talk and preparations
« Reply #75 on: July 20, 2008, 04:10:41 am »

is it? Bugger.
I'm tempted to ask Armok to edit the map but that feels to selfish. But I have no other ideas were to put them, since they were initially ment to live in the badlands and wasteland is the closest I could find on the map.
Well, I could always claim some rocky hills or savanna.
« Last Edit: July 20, 2008, 04:14:02 am by Kashyyk »
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THLawrence

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Re: Battle of the Gods 3 : Rule discussion, OOC talk and preparations
« Reply #76 on: July 20, 2008, 02:36:03 pm »

Question about the forum.
The map should only be about 8500 characters. However the error message that appears says that it is over 40000 characters long. Is this right?
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Cerej

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Re: Battle of the Gods 3 : Rule discussion, OOC talk and preparations
« Reply #77 on: July 20, 2008, 02:36:39 pm »

Here it is, the rather large post I wanted to write up.  Spoilered for the convenience of those who don't want to read it.  Remember, very little of it (particularly the history and game statistics) is set in stone.  The general flavor of a society's corrupted elite serving a being that desires their doom is pretty central to my interest though.  I should be able to get into the iRC channel later today, so you can save your initial opinions for then.
Spoiler (click to show/hide)

Kashyyk, there is an island at (56, 51) to (60, 54) that has a large ruin, some wasteland and some desert on it.  Maybe you want to take a look at it.
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Akroma

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Re: Battle of the Gods 3 : Rule discussion, OOC talk and preparations
« Reply #78 on: July 21, 2008, 08:23:28 am »

Cerej, your description is lacking a hero

also, we need your data about the pop-caps

pop-cap examples can be found in the tread by Armok, in the rules
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Dwarfaholic

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Re: Battle of the Gods 3 : Rule discussion, OOC talk and preparations
« Reply #79 on: July 21, 2008, 09:28:31 am »

God: Rashoom

Rashoom is the name of the spirit inside each ent. He can manifest himself in any form he pleases, although he is most commonly envisioned as the World Tree, a tree the size of a mountain.

Spheres: Weather 75%, Life 25%.


Civ symbol: W
Army symbol: w


Preferred site: Forest.


Race: Ents.

Physiology:
Spoiler (click to show/hide)

History:
Spoiler (click to show/hide)

Culture:
Spoiler (click to show/hide)

Combat and Weaponry:
Spoiler (click to show/hide)

Magic and technology:
Spoiler (click to show/hide)

Futh-Ra the Everlasting, Champion of Ent-kind:

Futh- Ra is the greatest, and only remaining, son of Rashoom. He spends most of his time in a slumber- like state, communicating with Rashoom and the Lords. He only wakes during times of great duress, and when he does, his awesome figure is enough to drive most enemies away.
The physical appearance of Futh- Ra is the following:
Four legs are attached to the body, forming a rectangle. A shortish torso up, then six arms attached. Then the head. Most of the time, he is curled up, to form a ball with a hollow interior. It was there that he transported the few surviving ents.
Futh- Ra is huge, even by ent standards. He is taller than the tallest trees when curled up, and upright he towers over any city. Due to his large size, he most stays in place, to avoid crushing any beloved trees.
NOTE: Likely to change due to sheer awesomeness.

Movement speed:

Code: [Select]
          Plains  Forest  Jungle  Hills  Swamp  Desert  Rocky Hills  Tundra  High Mountains  Sea  River
Impling   7       10      9       7      4      4       4            4       2               N/A  N/A
Material  7       10      9       7      5      5       5            5       3               N/A  N/A
Protector 9       11      10      9      6      8       8            6       5               N/A  4
Lord      10      12      11      10     7      11      10           8       8               N/A  7
Futh- Ra  8       10      9       9      9      11      9            9       9               N/A  7

Pop caps:

Implings: Growth + 35%

plains:0
temperate forest:100
jungle:80
sea/lake:0
river:+70
dessert:0
tundra:0

Material: Growth + 15%

plains:0
temperate forest:30
jungle:25
sea/lake:0
river:+25
dessert:0
tundra:0

Protectors: Growth +5%

plains:0
temperate forest:17
jungle:13
sea/lake:0
river:+10
dessert:0
tundra:0

Lords: Growth +4%

plains:0
temperate forest:3
jungle:2
sea/lake:0
river:+1
dessert:0
tundra:0

Starts at (42, 27) with
Futh- Ra (sleeping),
1 Lord,
4 Protectors,
7 Material,
28 Implings.
« Last Edit: July 23, 2008, 04:22:29 pm by Dwarfaholic »
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Frelock

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Re: Battle of the Gods 3 : Rule discussion, OOC talk and preparations
« Reply #80 on: July 22, 2008, 01:54:10 am »

Alright, here’s the basic info on the Ipetians.  (Subject to change until Armok gives the final ok)
 
God: Fenneth
 
The original Ipetians worshiped a pantheon of gods and goddesses.  However, after the invasion of the Dark Ones, only one god was known to survive.  This is the god Fenneth, who led the Ipetians out into the new worlds.  He usually reveals himself as a male Ipetian, though obviously can take any shape he pleases.  His personality can be considered erratic; at times, he is somewhat of a trickster god, while at others, he is incredibly serious.
 
Fenneth shows himself to the Ipetians more often than other gods to their respective races.  He is also known to interfere in the inner-workings of Ipetian life, though he generally will leave other civilizations alone.
 
Spheres:
Revelry 40%, Fertility 10%, Joy 10%, Peace 10%, Knowledge 30%
 
Civ symbol: L
 
Army symbol: l
 
Preferred site: Temperate forests / plains

Movement:
 plains: 10  forest: 10  jungle: 8  hills: 10   swamp: 7   dessert: 6 rocky hills: 7     tundra: 9  high mountains: N/A   sea: N/A     on river: 9

Growth rate: 25%

Pop Cap:
 plains: 100  forest: 90  jungle: 50  hills: 80  savana:80  swamp: 30   desert: 10  rocky hills: 20     tundra: 10  river: +40  lake/ocean: 40

Starting position:
North-east edge of lake: (13,44)



Race: Ipetians
 
Physiology:
Ipetians are similar to the centaurs of human lore, in that they are half-man, half-beast.  However, their bottom halves resemble deer more so than horses.  Due to this, their speed and agility is quite high; however, their strength and toughness is rather low.  They also have quick reflexes, useful for dodging.  Their vision at night is slightly better than a human’s, but not by much.  Other than that, they are very similar to normal humans, and subject to the same weaknesses.
 
 
History:
The Ipetians originally inhabited a world know as Vrijheid.  There, they were a nomadic people, riding across the plains and flitting though the forests.  Life was good, there were no other races to contend with, and infighting was kept to a minimum.  Then, tragedy struck with the arrival of beings known only as the Dark Ones.  These demonic entities devoured the very life of the planet, and slowly conquered all the Ipetian tribes.  In a last-ditch effort to save his people the plainshaper Riet led a counter-offensive deep into enemy-held territory.  There, they found the portal from which the Dark Ones came, and altered it to allow them to escape from the horrors of their old home.  Riet sealed the portal, and, in doing so, gained immortality.
 
The Ipetian survivors found themselves in a bland world, where endless plains stretched as far as the eye could see.  There they traveled for a hundred years, until the god Fenneth showed them a new portal; one which would take them to a new world, more like their old home.  And so they arrived in the world that we know from BotG2.
 
It has been twenty-five years since the Ipetians came to that world: fifteen years from the end of BotG2.  The Ipetians and the Roshani formed an unshakeable alliance.  An uneasy peace exists between this alliance and the Tengu, for the reason that both are fighting the marauding Giants from the north.  In a war that eventually dissolved into border skirmishes, the Ipetians became familiar with battle, and now boast of numerous brilliant tacticians, as well as veteran soldiers.
 
Recently, at the Ipetian capital of Wijnfontein, an interesting occurrence has happened.  A new portal has been formed, beneath the Stone of Blood.  According to the god Fenneth, it leads to a new world where excitement and adventure await.  However, the journey there is long and dangerous.  The leader of the Ipetians, Riet, has ordered an outpost to be established on the other side of this portal.  Reinforcements from Wijnfontein will be slim, and communications few, but a few brave souls have volunteered to lead the Ipetian civilization to glory.
 
 
Culture:
Originally, the Ipetians were a nomadic people.  They lived in tribes; each with their own leader and rituals.  With the onslaught of the Dark Ones, however, the Ipetians were forced into one coalition.  They remain that way to this day.  However, their tribal heritage has not been completely lost.  They still retain the tradition of a single leader, with the elders as advisers.  The leader is chosen as the strongest and wisest of the group, and is the leader for life.  Because Riet obtained immortality, he has been the leader of the civilization for as long as anyone can remember.  He is allowed to appoint sub-leaders, who are responsible for the different cities and outposts while Riet is not around.
 
The Ipetians have a light attitude towards life, and have even been known to joke on the battlefield.  They are well known for their raucous parties, and will take any given excuse to celebrate.  The most famous of the Ipetian holidays is the famed Dronkenacht.  All Ipetians attempt to be in Wijnfontein for the great celebration in the Temple of Fenneth.  The Spring of Life, formally known as the Winespring, erupts in a geyser-like fashion, and a good time is had by all.  Even those who cannot be present still participate in a night of revelry unlike any other.
 
However, Ipetians can be serious when the occasion calls for it.  The recent war with the giants has hardened them somewhat, and while they still retain their joyous nature under normal circumstances, the talk of general war is without frivolity.
 
Generally peaceful, Ipetians will welcome ambassadors from other peoples with open arms.
 
Ipetians are very good craftsmen when dealing with plant materials.  Their works in cloth and wood are especially notable.  They are willing to trade, though they do not excel in such matters.
 
Hunting and tracking are well-respected skills in Ipetian culture.  They constantly have hunters and scouts abroad, seeking prey and keeping a watchful eye on the forest.  Catching them by surprise on familiar territory is a near-impossible feat.
 
Clothing is usually a shirt with multiple pockets, worn over the top half of the body.  Backpacks and a variation on saddlebags are used for long journeys.
 
Though originally nomadic, recently Ipetians have begun to settle in large cities.  These cities are surrounded by smaller towns, which provide food and raw resources for the city proper.  It is usually preferred to have cities in the forest, and towns on the plains, but if no plains present themselves, they can easily make do with living entirely in a forest setting.
 
While their contact with the Roshani has provided the Ipetians with knowledge of basic architecture and masonry, they still prefer to live in simple “nests” with a covering branches, leaves, and mud.  Most areas are open-air, with important “rooms” like the kitchen having a roof similar to the nests, in order to keep out rain.
 
The simplicity of the Ipetian living arrangements means that, given a few weeks’ time, they can completely erase any indication of their presence and move on to a new location.
 
However, in larger settlements, permanent stone structures can be found, such as the great temple to Fenneth in Wijnfontein.  Defensive structures, such as keeps, are also constructed of stone.  Palisades and wooden walls can be found around most major cities.
 
 
Combat and Weapons:
The Ipetians have grown used to combat due to the ongoing conflict with the Giants.  They constantly have skilled scouts patrolling their borders, and groups of these scouts provide the main martial force against minor incursions.  Usually, they consist of around 10-15 Ipetians, often with one plainshaper among them.  They use two major strategies.  The first is standard hit and run tactics.  The second involves drawing the enemy into a prepared position and then striking hard at the weakest point.  The use of traps, diversions, and other methods of confusion are normal.
 
If a large army needs to be fielded, it is made up of a civilian-militia, in which every man, woman, and child fights.  It would be drawn up from the nearest city.  All Ipetians have basic military training, but the full army would be mostly unskilled.
 
The officer’s core is perhaps the most trained military the Ipetians have.  Each officer is well versed in both tactics and communications.  The most experienced officer is given command of the entire army.  Other officers are given control of small squads of ten to twenty.  Other than a back-up squad leader in case the first is incapacitated, there are no other positions.  Orders go directly from general, to squad leader, to soldier.  A soldier’s loyalty toward his squad leader is unquestionable, as they are usually placed under the command of close friends or relatives.  Communications between squad leaders and the general are flawless, using light, sound, and even smell to relay messages.  All this put together means that the general army can easily perform complex maneuvers with minimal training on the individual soldier’s part.
 
While many Ipetians still favor the old style of completely wooden weapons, others have recently taken to the habit of using glass arrowheads and metal knives.  Both technologies were learned from the Roshani, and Ipetians are not very skilled with either.  Standard weaponry for a soldier is a bow with arrows, two or three light spears used for throwing and mid-range combat, and a knife for close quarters fighting.

Armor is usually made of leather.  A simple chest piece is worn with a leather cap.  For heavily armored units, a drape of leather also covers the lower body, but this greatly hampers mobility.  If a skilled plainshaper is available, sometimes they can literally grow armor right onto the soldiers’ bodies.  This usually consists of wooden plates, tied tightly to the body with vines, along with thorns sticking out.  If needed, these can cover the entire body, making the wearer look like a thorny bush.


Plainshaping:
Plainshaping is the Ipetian form of magic.  Normal Ipetians believe that plainshapers ask the Earth for whatever they need, and the Earth gives it to them.  However, actual plainshaping is quite different.  It involves channeling the flow of “Life,” the substance of which the entire world is made of.  Other races have different names for this, like “mana” and can usually work with different aspects of “Life, like fire or water.  Ipetians, however, cannot work with specific types of “Life,” only a generalized form.

Traditional plainshaping has three different aspects.  The first is the creation of plant life.  Plainshapers will “Life” into plants, making them grow.  This accelerates the growth of plants, and can change the shape which the plants grow in.  The difficulty and skill needed depends on the size of the plant to be grown, and how much variation from its natural form is desired.  Growing a small bush in under a minute is easy, growing a whole forest in a day is hard, and growing a large wall made entirely of one piece of wood and spiked with numerous thorns is extremely difficult, but not impossible for master plainshapers with plenty of time on their hands.  Seeds are used by most plainshapers to start the plants growing.  Skilled ones, however, can use existing plants to create new ones.  Plainshaping masters can even make a change in species from one plant to the next.
It is common for plainshapers to help accelerate the growth of crops, as well as making tools and weapons grow straight out of the ground.  Combat uses are limited, and usually amount to making vines tangle around the opponent’s feet or other distractions.

The second aspect of plainshaping is the healing of wounds.  A plainshaper wills “Life” into the wounded area, and speeds up the healing process.  Obviously, major wounds take more time and skill to heal.  Growing back a severed limb is highly unusual, and could only be done by a master.  Re-connecting a recently severed limb, however, is possible and not especially difficult.  Average plainshapers can also make small, cosmetic changes, like erasing scars or straightening a crooked nose. 

The third aspect of plainshaping is the countering of magic.  Plainshapers are able to stop the flow of “Life” within an area, thus making it impossible for anyone to cast any sort of spell (this includes themselves and their friends).  Even moderate plainshapers can stop a fairly powerful mage from casting.  Expert plainshapers can also restore the “Life” to its natural state, meaning that the effects of magic are removed.  Breaking of enchantments is a possible application of such restoration.  It does not, however, mean that plainshapers can automatically revert a setting to the way it was before magic was used.  For example, a plainshaper would be able to stop a mage from casting a fireball, and a skilled plainshaper could stop the fireball in mid-air.  However, if the fireball started a house on fire, then the plainshaper would be unable to put the normal flames out.  Restoration can also destroy unnatural beings, such as souls attached to non-living organisms (read: undead and golems).  However, such measures require time, preparation, and concentration on the part of a master plainshaper.  If such beings are autonomous and sentient, it is also considered to be on the edge of morality, and likely would not be attempted.

There are forbidden uses of plainshaping, which include things like mutating animals to have extra limbs and abilities, causing cancers and diseases in enemies, swapping souls between bodies, and the complete destruction of a soul.  These are, of course, forbidden, and any Ipetian caught experimenting with such things would be treated harshly.


The starting crew:

A group of 60 Ipetians, including 10 plainshapers and 30 highly-skilled scouts.

Important people:

Leef: A rambunctious youth, only 25 years old, Leef is the most powerful Plainshaper of the Ipetian people.  Having lost his parents at age 10, he was taken under the wing of Riet, and has since become a great leader.  He has a firm understanding of tactics, and has spent several years on the border keeping giants at bay.  He has been appointed as the leader of this expedition, and will do everything in his power to keep his friends and companions alive.

Tod: Tod is a rather secretive youth, but to all who look, he appears to be completely normal.  Proven in battle, he has the respect of his comrades, and is a good friend of Leef.  No one knows that he experiments with forbidden aspects of plainshaping, and is becoming very good at such techniques.

Onschuld: Slightly younger than his two companions, Onschuld is by far the shyest of the group.  He is also a plainshaper, and very good at it too.  However, he fails to inspire loyalty and bravery in others, and doesn’t really make a good leader.  He has some experience on the front lines, but would much rather be tending his garden then fighting in battle.  He does have an interesting technique in combat, using hallucinogenic mushrooms to make enemies lose their grip on reality.
« Last Edit: July 22, 2008, 02:02:45 am by Frelock »
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AlanL

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Re: Battle of the Gods 3 : Rule discussion, OOC talk and preparations
« Reply #81 on: July 22, 2008, 07:12:01 pm »

Alright, here's mine.

God: Rolitokovo (rho-li-tock-oh-voh, occasionally with the first R rolled slightly)

Spheres: Scholarship 36%   Victory 30%   Trade   34%

Race: The Anqip (ahn-keep)

Civilization Symbol: P

Army Symbol: ρ

(Not P's, greek letter Rho)

Preferred Sites: Jungle, Forest

Population:

Growth Rate = +25%

Plains: 90
Forest: 100
Jungle: 120
Ocean: 50
River: +40
Desert: 10
Tundra: 20

Movement:

Plains: 10
Forest: 9
Jungle: 8
River: 8
Desert: 6
Hills: 6
Sea: 6
Tundra: 5
Rocky Hills: 4
Swamp: 2
Mountains: 2


Physiology:

The Anqip are a race of lizard-like semi-humanoid bipeds. Despite their green or brown scaly appearance, they are actually warm blooded. They stand between 2.0 and 2.3 meters tall on average, with a tail nearly 1 meter long behind them. Their 3 fingered hands and 3 toed feet have long claws designed not for slashing as much as piercing in and latching on, their sharp teeth are what does the real damage in nature. When having children, they ley eggs, and the mother and father will both tend to the nest, whoever's more fit and able going out to hunt (or work, in civilization). They are carnivorous, but can eat plants, often using plants as spices or seasoning on a meat main course. The Anqip have keen senses, especially smell, though it's nothing supernatural. They are pretty intelligent, and have had a long standing ability to hunt cooperatively... though this is not always the what they do. Their maximum lifespan possible is circa 140 years normally, but due to the hardships of not living in a perfect utopia, most could expect to live up to 50 or 60 years.

Culture:

In peace, the Anqip are an intellectual and artistic race, and are also proud and willing to show it. Quite a bit of energy is put into science and more effective, practical means of succeeding in life, but also highly valued are the works of talented artists. When a true masterwork is created, often it would be displayed proudly in the very heart of town. Often their settlements develope close trade relationships with one another, sometimes forming large and expansive networks, bringing a variety of goods to each town and also often resulting in closely bound nations. The capital of a powerful nation would be a flourishing city of tens of thousands, broad avenues carrying constant trade caravans in and out, grand public works, often adorned with masterful artwork, a large, strong castle in the middle. No government type is shunned, though if there isn't a benevolent monarch often a democratic system is used. Abuse of leadership power is considered highly dishonorable, and the people will see to it that their proud nation is not disgraced in such a way!

Wealth and power tend to be something an Anqip would be proud of, though using one's wealth to hurt another, or interfere with the competitive nature of the market, is considered disgusting and worthy of punishment. It is one of the few serious taboos in Anqip society. They consider the market place to be a place of mutual benefit and a means to better society, abusing the market, hurting others for personal gain, is quite frowned upon. Apart from this, there are essentially no taboos... no taboos regarding clothing, reproduction, language, any of it. As long as it's not hurting someone most won't mind it. Indeed, their free acceptance of the reproductive impulse leads to a good growth rate.

All in all, they tend to be a nice and optimistic culture, and like to make friends with new peoples. Though their cities are grand, not all of their towns are such. They have long been good at expanding to capitalize on new resources. Their towns start out as wooden slap-together huts, but as time goes on and the town grows, they improve their buildings and use stone and eventually metal in their constructions. Often new towns are founded for economic reasons, followed by large amounts of immigration resulting in wooden boom towns, which improve their buildings over time to form a new city.

When it comes to a town getting food, Anqip prefer to hunt, making the lush and dense jungles their favorite place, though woodland creatures also make good prey. Where the hunting doesn't suffice, they use ranches to get meat. In any case, some towns will grow spice plants for consumption or export if the biome is suitable for it.

Though they tend to be nice, tolerant, and well meaning, they take challenges and threats seriously. If an Anqip is seriously being challenged by someone, that individual will probably accept the challenge and do whatever he or she can to emerge victorious. Though, 'cheating' is often grounds for disqualification in any regulated event, and getting disqualified is considered a very bad failure, hence they don't like to cheat. Threats are dealt with swiftly and appropriately... the combination of challenge and threat was often how wars broke out between their nations.

In an all out war, they have no qualms about using any tactic that will yield a victory. They tend to opt for training large numbers of troops, and have perfected the art of large scale tactics over eons. They will build a large force if they can, they will use it intelligently, and if pressed to it they won't have any problem with employing such things as scorched earth tactics and total war doctrine. Though, they do not always make a habit of stomping their enemies. They will do anything do either win or draw even... and a peace treaty is considered drawing even. They often build strong defenses around cities, and prefer to use the terrain and it's altitude to their advantage. When attacking enemy forts, if possible, they place siege weapons behind hills, and fire over the hill, onto the fort on the other side. Armies tend to be generally multirole, with some emphasis on ranged weaponry.


History:

It is said that Anqipian civilization began in earnest when the tribe of Kalpim sent some livestock to the tribe of Ziltan, who in return sent various tools and spices back... a good relationship in the making... or it would've been. The Ziltanese merchant had never been stolen from and claimed himself unbeatable, so when the Kalpim ranchers returned, the merchant dared the ranchers to steal their livestock back, laughing at them, and laughing with pride in his own establishment... well... the ranchers were not amused. They really did go in and try to steal their livestock back, and when the merchant came out with a club and tried to drive them away, the fought back, knocking the merchant out cold and taking the livestock while he was out. Well... several weaks later, a few spearman showed up on the doorstep Kalpim tribe, intent on taking the livestock back. When the ranchers took up spears of their own, and actually managed to drive the spearman off, chasing them back to the entrance of Ziltan, they found the Ziltanese had put up a palisade to keep them out. Ever since then, the two regions were in competition, occasionally violent competition. One would make a heavier ram to knock down a palisade, so the other just designed a better, stronger palisade, invulnerable to the ram.

Everyone threw in their ideas into how to make bigger and better means to compete with the other side, and everyone took care to study yesterday's mistakes and the innovations of the current day. Palisades gave way to crude stone walls, which gave way to strong walls of brick as rams gave way to catapults, which gave way to trebuchets. But, when the Anqip took hammer to metal, they didn't just forge swords, they forged coins. The competition moved to who could outcompete the other on the market, and in the end, the two regions eventually learned to accept, then like one another under the mutual benefit of flourishing trade! In this age of prosperity, small towns became vast empires, factions splitting off to become their own nations, finding other cultures all around the world!

Ironically, the wars of prehistory ended the same way they started, trade. But, better design and better metals meant bigger caravans and bigger profits. The regions were still quite deeply in competition, but finally, a Kalpimian and a Ziltanese could coexist without a problem. It was in this golden age of prosperity and peace that the Anqip discovered magic. Immediately, immense effort was poured into developing higher and higher magic. Life was made a lot easier!

Looking down at a successful, flourishing and ever advancing world, Rolitokovo found his attempt at a civilization to be a success, so he decided take a weekend off at a nearby moon to relax from his work.

Meanwhile... unsupervised by any regulating force, magics of war and weapons of war were developed independently from nation to nation. Crime led to disputes over who had the best, which led to war once again. The golden age was run through, but now with magics and weapons never seen before. The trebuchets of one would burn to the ground under a hail of lightning and fireballs... but those mages would have to be wary, for on the opposite hill were stationed cannons and musketeers, waiting to strike. The mages came anyway and won! Wars of magic dominated the arena, and as with all their other methods of war, they trained not a few elite sorcerers, but gave basic training to large armies, making use of spells that required power from crowds of people!

Alas, this resulted in an ever escalating 'arms race' of magic. One spell would sacrifice a few to kill a group, the next would sacrifice a group to kill a crowd. But as they expanded to bigger and more drastic means, the fabric of magic itself seemed to be polluted by their wars!

Soon, spells could be shot over hundreds of kilometers, taking out masses, and requiring large crowds to be sacrificed... this caused a transition. Armies vanished from the field... in fact, as polluted magic turned the lands purple and turned woodland creatures into horrible monsters, many of the top leaders got afraid to use it... it became a war of threats, threats from ever more apochalyptic means...

For a decade, there was a peace... a peace in which there was more tension than in any previous war. Then in one move, the underdog nation of Gikspia cast it's most powerful spell... an entire city was sacrificed in casting it, thousands perishing... but it's target, nearly 5000 KM away, a large city and the whole region around obliterated. Lush grassland was reduced to waste, the city to a burnt ruin... and the lands turned purple. The creatures turned to disgusting monstrosities, before perishing... corrupt magic sickened anyone who entered. Klipan was not about to tolerate this... such loss was not an option! They responded in kind... though now, the target was not armies. These spells were cast from cities, so a city destroyed is a city the enemy couldn't sacrifice. An attack turned to dozens, dozens to hundreds as the world was engulfed in the worst form of total war ever imagined! Millions upon millions perished... and the world was covered in a purple shrowd of eternal twilight. The forests rotted and died, sickened beasts, Anqip included, changing horribly and finally dying a slow, painful death. Nothing would grow on the corrupt soil...

The only ones to survive was a small, overlooked town near a port. A genius mage had put up a shield around the town, killing himself in the process, but saving nearly a hundred fifty others, though looking into the eternal twilight of their own doom... they realized with great shame... this was a war in which nobody won. They took a vow to never practice magic again... as if it would mean much.

---------------------------------------------------------------------------------------)

Rolitokovo, returning from his weekend off, looked down... and saw his once beautiful world a dead planet enshrouded in a purple twilight. His avatar stood upon the charred ash... he looked ahead, silent, then looked down. He'd liked how this world had gone... but he realized he'd made quite the folly in letting them have powerful magics, while competing, and walking away. Alas, though scholarship was one of his spheres, wisdom was not. He then noticed about a hundred survivors, present in a shielded town.

Well, at least there might be one way to give them a new chance!

He went to this town, and told them to build a ship... a ship large enough for them to all fit on. He requested his trusted immortal Traga to join, and she accepted... Rolitokovo promised to deliver the people to a new land where they could rebuild and once again become the strong, proud people they once were!

At first they were a bit skeptical, but it was better than slowly dying to painful corruption. So, they did build this boat, a large vessel with tall sails holding a hundred and three... they took all their technology and plans aboard along with as much of their culture they had preserved... but they left their magic behind. They shunned magic now. They sailed away into the murky waters, and as the shore finally fell out of sight... the ship was sucked into a huge whirlpool with a deep hole in the middle. Such a powerful eddy offered them no chance to resist. They fell into the whirlpool, free falling down the middle... oddly, their ship flipped upside down... then they realized this was right side up. Their ship flew out of a whirlpool on the other side, the whirlpool closing beneath them... then, their bote settled on the waters, they looked around to see blue sky, pristine oceans, and a green land in the distance, the sun shining bright above. All at once they let out a roar of cheer, setting sail for this new land immediately!

They sang a happy tune as their ship neared shore. Finally, they pulled themselves up, and disembarked, finding themselves on a pristine, beautiful beach before a dense forest, a river and mountains in the distance ahead. They trekked inland, finally spotting up stream a vast waterfall, mist pouring off the bottom, shining peaks above the top of the waterfall, surrounded by vibrant life and glistening terrain. Heck, it was a high up, defendable spot to boot! Aroudn the top was a natural amphitheater of stone with plenty of room inside for buildings. Traga let out a relaxed sigh looking at the beauty of it all... but then the task at hand took priority, "Kavla Niti (Beautiful radiance)... We got plenty of lumber 'ere! Right, let's get with the building!... But use the lumber from down -there-... this natural beauty is to remain unscathed." Rolitokovo looked down from his invisible presence. Something was odd with this world... in fact, it resembled, a game board? He snickered, "Works for me!"


Technology:

The Anqip had left their world, intentionally, with no magic whatsoever and no intent of ever using it, but among the races they are quite developed technologically. They know more advanced methods of smelting and forging. They tend to employ swordsman, axemen, and musketeers, often lining the musketeers in long rows, firing all at once to send a volley across an area. The muskets are powerful and scary to most, but they are inaccurate, and tend to give one's position away, hence any musketeer expecting to be in a small group would also carry a short sword at least. When stealthier or more accurate ranged combat is required, they tend to use bows, choosing different types of arrow, such as anti-armor, or fire, to fit the situation at hand. For more heavy duty purposes, their siege engines have by and large been replaced with the smoothbore cannon. These cannons are much more powerful than your average catapult, but they are quite expensive and are difficult to produce in any real quantity, hence they are generally only used to defend large cities, or on larger naval ships. Cannons are only used on the field in case of desperation, intimidation, or sometimes as siege weapons if the target is too big. Any mobile cannon on land is nearly impossible to hit a moving target with.

Their ships tend to use more triangular sails, and while it limits their absolute top speed, it allows them to sail upwind much more effectively.

If a large group is attacked and forced into desperate means, they might light their powder kegs and roll them down the hill at the attacker... with the drawback of this sometimes unreliable powder potentially going off too early or too late.

They developed the steam engine just before leaving, as an attempt to bilge out corrupt waters from their wells. It was never built though.

Last but not least, one of the most peculiar inventions employed by the Anqip are wooden gliders, which one or two troops might ride in, raining down fire on enemies below, before landing behind them. Of course, a wooden glider is quite vulnerable to both magic and fire, and there is the chance of it crashing instead of landing, injuring the troops riding in it.

--------------------------------
The Champion of the Anqip, Traga the Cannoneer!

Traga was originally the princess of Vildun during the early years of the second age of warfare. Legend had it that when experimenting, the Vildun archmage created a potion that was renowned to do absolutely... nothing. Then, when Traga got curious about it and picked it up, it exploded in her face! Much to the curiosity and confusion of all of the mages, she was not harmed at all, and indeed, hasn't aged a moment since. No mage was ever successful in reproducing this... some attributed it to intervention from Rolitokovo himself.

Well, not all mages were satisfied with this... when she was off with a hunting party one day, a powerful archmage kidnapped her and brought her back to the fortress of Anikosiv, intent on experimenting on her, whatever it took, even if it killed her, to find out how to create these potions of immortality. But, before the mage could start cutting her open, Zisul a champion among all Vildun rode up to the castle gates in shining armor, a great sword drawn. He swore an oath to rescue Traga, and indeed created enough ruckus fighting at the gates to distract the whole castle. He fought bravely, but took a musket ball to the back of the knee. He was knocked over, and before he could turn about to defend himself, he was blasted full of holes by a troop of musketeers.

But, he did distract the whole castle! They weren't looking, so Traga cut herself free, and snuck out. She took an axe from a display, and attacked a pair of guards from behind, knocking one out and mortally wounding the other with a hit to the neck. She ran around the castle aimlessly without a clue as to where the exit was... though the castle infantry were starting to home in on her. She snuck into a room with a wagon, the exit in sight, guarded by a row of musketeers. The mules of the wagon looked at her curiously, and right in the back of the wagon was a large gun, likely a small cannon meant to be mounted to the back end of the wagon, thought the mount would also work as a decent stock... Seeing no other way, she picked it up... it was very heavy. The cannonball rolled out of it, nearly hitting her in the foot. She put the cannonball back in, lit the fuse with a candle, and stood in the doorway, holding it tightly against herself, under her shoulder. The musketeers turned to face her just in time to hear the thundrous report of the gun. Romors had it that with one shot several musketeers were felled, the recoil of the gun popping Traga's shoulder out of joint and knocking her back against a wall, a nearby armor display's helmet falling on her head. The other musketeers that remained were frightened stiff, and she still had her axe... as well as a suit of armor by her, a wagon, and an overly large handcannon. She grunted, and pissed off beyond all, got to work putting her shoulder back together.

A few minutes later...

The castle doors burst open, a wagon speeding out over the steps, a steel clad Traga riding within, and with a thoundrous crack, she sent grapeshot flying through the castle guards!... she was nearly knocked clean out of the wagon, but she held on, this time using padding to avoid being hurt by the recoil. Though she had no chance of reloading the thing, the guards dove out of the way of the wagon. The crack of musket fire was heard. She ducked down... a musket ball struck her in the leg, one glancing off of her helmet. Half her wagon pullers gone, she drew a sword, cut the dead mules free, then threw the sword at a musketeer, splitting his head in twain. A wagon entering immediately moved out of the way. They released the gate. The gate closed upon her wagon as she raced out of the castle, shearing the top of the wagon off entirely!... but, she was finally free. That cannon would be one of her best friends since.

----------------------------------------)

Since then, she has trained to become skilled and effective with her cannon as well as with a halberd, those two becoming her main weapons of choice. She trained up her strength to be able to wield such a weapon effectively and carry it all with. Her thick armor and heavy weapons weigh her down and that means she isn't agile, but she has the toughness and firepower to protect herself and her fellow citizens. If she has the option to use a mounted artillery piece, she'll also use that very effectively if the situation needs it. She's trained herself as close to perfection as she can in heavy weapons... it's where her title comes from after all.

In battle, she is known to be ruthless sometimes. Though she always keeps the tactical situation in mind, she tends to stride through the field with a smile on her face. She enjoys victory and is very proud of it! Though, she is no warmonger, given the option she'd rather have a nice chat with someone than fight them. In more peaceful times, she's known as a very outgoing person who enjoys spending time with her people. When she has nothing better to do, sometimes she just goes around helping random people out or contributing to larger projects. When asked why, she often replies, "Some of 'em could use the help... I feel for 'em you know. If nothing else I'd be bored if I didn't help."

« Last Edit: August 02, 2008, 02:20:15 pm by AlanL »
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Akroma

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Re: Battle of the Gods 3 : Rule discussion, OOC talk and preparations
« Reply #82 on: July 23, 2008, 03:52:42 am »

Alan, this tread is only for preparations, this is not the place where the actual game takes place. Also, you can't start before Armok approves of your race.
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Find comfort in that most people of intelligence jeer at the inmost mysteries, if superior minds were ever placed in fullest contact with the secrets preserved by
 ancient and lowly cults, the resultant abnormalities would soon not only wreck the world, but threathen the very ingerity of the cosmos

AlanL

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Re: Battle of the Gods 3 : Rule discussion, OOC talk and preparations
« Reply #83 on: July 23, 2008, 11:31:55 am »

I know, I figured I'd at least put how I enter. Is entering considered part of a turn? If so, I can just cut the bottom end of my post, save it to a text file, then paste it in the other thread when I get green-lighted.

In fact, I'll do that anyway.
« Last Edit: July 23, 2008, 11:34:13 am by AlanL »
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Cerej

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Re: Battle of the Gods 3 : Rule discussion, OOC talk and preparations
« Reply #84 on: July 24, 2008, 02:16:25 pm »

I've learned that I won't be able to make the time commitment needed for this.  These past few days have been hectic for me, and I don't see an end any time soon.  Sorry I can't make it.
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Zako

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Re: Battle of the Gods 3 : Rule discussion, OOC talk and preparations
« Reply #85 on: July 24, 2008, 05:31:00 pm »

Armok can you check this out for me? All credit for this goes to Istrian!

Deity: Wotan
Spheres: Battle (40%), Protection (20%), Sea (15%), Thunder (15%), Forest (10%)

City Symbol: V
Army Symbol: v

Movement Table: 
Plains|Forest|Jungle|Hills|Swamp|Desert|Rocky Hills|Tundra|High Mountains|Sea|On River
 8    7      5     6      4       3           6          7             2             0      0

Race: The Hrun
Growth : 17%
Pop Support :
Plains:40
Temperate Forest:40
Jungle:20
Seas/lakes:40
River:+30
Desert:0
Tundra:30
Mountains:10
Hills:25

Physiology

Spoiler (click to show/hide)

Culture & Society

Spoiler (click to show/hide)

Religion

Spoiler (click to show/hide)

Magic

Spoiler (click to show/hide)

Combat

Spoiler (click to show/hide)

Arrival

Spoiler (click to show/hide)

More to come!
« Last Edit: July 24, 2008, 06:43:29 pm by Zako »
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Naze

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Re: Battle of the Gods 3 : Rule discussion, OOC talk and preparations
« Reply #86 on: July 24, 2008, 05:32:31 pm »

I'll try my hand at a race. It's Italian based, I thought it up rather quickly.

God
Spoiler (click to show/hide)
Spheres: Flame 50%: Light 50%

Race: The Assedio

Civ Symbol: Ż
Army Symbol: ż

Pref Sites: Any forest, they need fuel to make their weapons.

Physiology
Spoiler (click to show/hide)

History
Spoiler (click to show/hide)

Culture
Spoiler (click to show/hide)

Combat/Weapons/Armor
Spoiler (click to show/hide)

Magic
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Movement Speed (Editted from Istrian's post.)
Code: [Select]
plains/forest/jungle/hills/swamp/desert/rocky hills/tundra/high mountains/sea/on river
Assedio     7/4/4/4/3/3/4/N/N/N/N

Champion
Spoiler (click to show/hide)

Growth Rate/Pop Cap
Spoiler (click to show/hide)

Start Location: 27:106

Start Pop: 100: 39 Loyalist, 50 Elite Guard, 10 Knights-Errant, The Doge. Capital Name: Flamekeep
« Last Edit: July 27, 2008, 06:42:29 pm by Naze »
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Fuma Amuisa, elf has been struck down.
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Zako

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Re: Battle of the Gods 3 : Rule discussion, OOC talk and preparations
« Reply #87 on: July 24, 2008, 06:54:37 pm »

Ok, this is made up by myself, tell me if im missing anything please!

Champion: Erak, Chieftain of the Hrun

Description and phycology (spelt right?):
Spoiler (click to show/hide)

The origins of "FoeReaver":
Spoiler (click to show/hide)

New population caps:

I have taken your proposal into account and have raised the population caps considerably. Thanks for the advice!

Growth: 20%
Pop support:
Plains: 110
Temporate Forest: 100
Rainforest: 50
Seas/Lakes: 40
River: 50
Desert: 20
Tundra: 70 (Its their natural enviroment, think about it!)
Mountains: 30
Hills: 30 (Could be more? Advice please!)
Wasteland: 50 (Its like a Tundra)
Taiga: 20
Swamp: 30
Savanna: 20 (Like a desert?)
Palm forest: 40
Glacier: 90 (Excactly like their old home)

Note on combat: They are naturally tougher than most humans, and therefore can survive quite a bit more than normal humans. This is why they are successful in most enviroments.

Note on rivers, seas/lakes: The Hrun are naturally good sailors and are at home, floating on the water. They can make floating homes on the water, and can live successfully in these fortillas while, if nesscessary, being able to move, abiet slower than most boats and ships.

All advice is welcome and please tell me if I have missed something or have done anything wrong!
« Last Edit: July 25, 2008, 03:53:54 am by Zako »
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coelocanth

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Re: Battle of the Gods 3 : Rule discussion, OOC talk and preparations
« Reply #88 on: July 24, 2008, 07:28:49 pm »

Zako, your population caps are quite low - that said once you learn farming from somebody then you could raise them substantially.  If you can, please give a pop cap for each biome (see the table in this post: http://www.bay12games.com/forum/index.php?topic=21046.msg225735#msg225735 )

Otherwise, looks like a good and not overpowered race to me (possibly underpowered, but could compensate with their toughness)
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Akroma

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Re: Battle of the Gods 3 : Rule discussion, OOC talk and preparations
« Reply #89 on: July 25, 2008, 03:13:52 am »

frozen solid in under 5 seconds ?

yohoho, I don't think so...

too bad my people don't use axes other than rudimentary woodcuting tools
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Find comfort in that most people of intelligence jeer at the inmost mysteries, if superior minds were ever placed in fullest contact with the secrets preserved by
 ancient and lowly cults, the resultant abnormalities would soon not only wreck the world, but threathen the very ingerity of the cosmos
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