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Author Topic: Kingdom Supremacy[Non-Con Human](rules Lite, Grand Strategy)  (Read 1533 times)

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Online JezabelleTopic starter

Kingdom Supremacy[Non-Con Human](rules Lite, Grand Strategy)
« on: November 18, 2017, 11:08:48 PM »
Kingdom Supremacy

Planned Update Schedule: Once Weekly, Saturdays Late Night (7pm-Midnight) EST

Game at-a-Glance
Nations created by the players clash and the influential people (characters) who inhabit them fight for the prestige and prosperity of their various states\cultures.  The mechanics inform the RP in a refreshing way, still giving wide latitude to play your character whilst giving more than a "free-form" common agreement style advancement.  There are many non-combat roles nations will need filled to succeed.  The intended tone is somewhat relaxed with the potential for more intense scenes given the Non-Con rating.  Threads will segregate crunchy turns and RP.

All Players Are Welcome. 
Cross-play is accepted.  If you have no desire for certain pairings (M\M, F\F, etc) this is fine, your OOC consent will never be "coerced" for eroticism you dis-enjoy.

All Human Characters Are Welcome.
Sexism will exist but be more a matter of choice than determining factor.  Electing to play a sexist/egalitarian character and showing this bias in-RP is welcome, however, statistically men\women\those not in the binary will be the same.

(a few key changes have been added to the map and the key expanded upon)
Map

When submitting a nation sheet please indicate which map colour you'd like to claim, starting locations are tied to colour.
Nation Sheet
Code: [Select]
[u]Coat of Arms[/u]: [floatright][img height=120 width=120]http://image url goes here[/img][/floatright] [u]Nation Name[/u]: 
[u]Ruler[/u]:  What player/character rules?
[u]Chancellor[/u]:  What player/character may make Nation turns in the Ruler's absence (becomes ruler after 3 turns of Ruler's inactivity)?
[u]Cultural Trait[/u]:  Scientific (+2 Starting Techs) | Mercantile (+4 to Trade Power) | Artistic (+3 Prestige per Year per Artwork)

[u]Territory/Regions[/u]:  4
[u]Development[/u]:  0
[u]Food[/u]:  8
[u]Materiale (+Yearly Income)[/u]:  4 (+4)
[u]Gold (+Seasonal Income) (-Upkeep)[/u]: ¤10 (+¤4) (-¤14)
[u]Max Trading Partners[/u]: 1
[u]Trading Partners[/u]:
[u]Trade Power[/u]: 1 (+0 from Gold Mines) (+0 from Tech) (base 1)
[u]Upkeep[/u]:

[u]Prestige[/u]:  4 (+0 Yearly: Art) (+0 Art Creation) (+4 Territory) (-0 from Dishonour)
[u]Army Cap[/u]: 2 (+0 from Buildings) (+0 from Tech) (base 2)
[u]Fleet Cap[/u]: 1 (+0 from Buildings) (+0 from Tech) (base 1)
[u]Armies[/u]: 
Example Army 1, 1 Cavalry/2 Infantry (Upkeep 6)
[u]Fleets[/u]:
Example Fleet 1, 2 Ships (8 Upkeep)
[u]National History[/u]:

[u]Artworks[/u]:

[u]Technologies[/u]:
Knowledge (K)
(Choose 1) Alchemy | Architecture | Economics | Engineering


National Resources
Food
+2 per Region controlled.
You may never have more non-Ship Units than you have food.  If you ever do, you must disband down to your food.  Mercenaries are the exception as they buy their own food with the money you pay them.

Materiale
+1 per Region controlled.
Resources used in all manner of construction.

Gold
+1 per Region controlled.
How people are paid.  Only peasants work for something less than cold hard coin.  If you're ever unable to pay a unit, they're disbanded.

Prestige
Prestige/10 is added to Research rolls.  Gives you the upper hand against those with less.  This measures the greatness of your Nation!  It heartens your soldiers, garners respect from your allies, and strikes awe in your foes.

Development & Regions
By default every region grants 2 Food and 1 Materiale.

For every point of development a Region has, it produces an additional 1 Food and 1 Materiale.

Constructions take up the Construction slot of a Region and grant it varying benefits.

National Orders
Each Nation may make one order per category of National Order each turn.

-=Military=-
Make Army: Creates a new Army in the target Region adding designated Units to it.
Make Fleet: Creates a new Fleet in the target Region adding designated Units to it.
Raise: Produce as many Units as you have the available resources to create\sustain, adding them to the designated Army/Fleet (must be in your territory).  If you have no Armies or Fleets and take an action to create one you may also raise one (1) Unit for that new Army/Fleet.
-=Commerce=-
Designate: Declares what is to be Constructed in up to two (2) Regions, destroying previous Constructions instantly if there was any.
Trade: Propose a trading partnership with an eligible Nation.  If they agree you both gain the sum of your two Trade Power stats.
-=Diplomacy=-
Share Knowledge:  Give target Nation a technology you have.  This cannot violate the TechWeb's connections--if the recipient does not know an adjacent technology, they cannot receive it via Share Knowledge.
Cede:  Grant control of a Region to target Nation.
Relations:  Propose setting relations with another state, they must agree to Alliance or Open Borders but Neutrality and War are automatically imposed. [Alliance | Open Borders | Neutral | War]

Trade
Two Nations may establish trade if it would not exceed their Max Trade Partners and either:

1. Both have ports that can reach each other without hostile fleets being in the way
2. They share a land border.

Blockades
If a hostile nations fleet break the link between two trade partners, this is considered a blockade.  The turn that the blockade is effected the blockading nation gains 50% of that trading relationship's revenue once from captured vessels, after which there is no profit.

Map Symbols
Woods:
+2 Materiale
Mines:
+4 Materiale
Gold Mine:
+¤6, +1 Trade Power
Farms:
+3 Food
Mountains:
Individuals, but not trade routes or Armies, may pass through mountains.

Buildings
Granary:
+4 Food

Costs 5 Materiale, 20 Build Points.

Quarry:
+2 Materiale

Costs 2 Materiale, 10 Build Points.

Lumber Mill:
(only buildable if region has woods)
+4 Materiale

Costs 2 Materiale, 10 Build Points.

Port
Can Build Ships in Region, Fleets can enter this region, +1 Trade Power, +1 Fleet Capacity

Mustering Ground
+3 Army Capacity

Costs 6 Material, 30 Build Points

Market:
+¤1, +2 Trade Power

Costs 3 Materiale, 20 Build Points.

Tower
+5 to Battle Score of friendly forces in region, +1 turns till Annexation

Costs 2 Materiale, 10 Build Points.

Castle
+1 Army Capacity, +10 to Battle Score of friendly forces in region, +2 turns til Annexation

Costs 6 Materiale, 40 Build Points.

(((you don't need to worry about this too much, but if there is ever a question of did X occur before or after Y, this is the order of ops)
ORDER of ACTIONS
UPKEEP PHASE
Mercenaries get paid (if S1).
Mercenaries defect/attack Nation they'd defected from.
Food checked, units disbanded down to limit.
MOVEMENT PHASE
Fleets move.
Naval combat resolves.
Armies move.
Land combat resolves.
Casualties and retreats handled.
ACTION PHASE
National Orders are put into effect.
Personal Actions occur.
Buildings are constructed.
Units are created.
LOGISTICS PHASE
Annexation Timers tick down, transfer of Regions occurs if any hit zer0.
Transfer of units is made between Armies.
Resources are gathered.
Trade income is gained.

Movement
Army Movement:
An Army may move into an adjacent space or over any number of friendly fleets ending in a target space.

If an Army enters the same space as a hostile Army, combat ensues.

Fleet Movement:
A Fleet may move into an adjacent Water space or a friendly land space that has a Port.

If a Fleet enters the same space as a hostile Fleet, combat ensues.

If a Fleet is in Port when that Port's Region gets annexed, the Annexing power may elect to seize control of or destroy any/all ships within the Port.  If they decline to the Fleet is ejected into an eligible area.

Army/Fleet Units
Peasants:
Rolls a d2.

Costs 1 Materiale per 2 Peasants (can only be trained as a pair).

Infantry:
Rolls a d4.  Upkeep of ¤1.

Costs 1 Materiale.

Cavalry:
Rolls a d6.  Upkeep of ¤3.

Costs 2 Materiale.

Ships:
Rolls a d8.  Upkeep of ¤2.

Costs 4 Materiale.

Mercenaries
Mercenary versions of all non-Peasant Units exist and can be hired for their normal Unit’s Materiale cost in ¤Gold (unaffected by tech, i.e. even with Shipwright Mercenary Ships cost ¤8).  They differ from the basic unit only in that their Upkeep is increased by ¤2 and they do not require Food.  Mercenaries are paid last, and if funds are insufficient, rather than being disbanded they will offer their services to another Army of a nation in an adjacent region to where they are presently kept in Prestige order of available choices.  If all available choices decline or fail to respond in time, they become hostile and attack the Army they were formerly part of.

Combat
When Combat Occurs:
Combat occurs when two+ Armies or Fleets from hostile Nations move in such a way that they would either:
1. Trade Places
2. Cohabitate a Region

Leadership:
One Character is assigned to fight per Army/Fleet present in a fight.  Ruler breaks any disagreements over who will lead an Army/Fleet.

If a Character has Assumed Command of a Unit in an Army/Fleet, they'll only be able to lead the Army/Fleet that Unit is with.

Morale:
The side with the most Prestige gains an additional d6 that contributes directly to their side’s Battle Score.  For every 10 higher their Prestige is than their foe’s, that d6 is modified +1.

If there are more than two nations engaged in the fighting, the highest Prestige on one side of the battle is used to determine the Morale Bonus.  Prestiges are never summed or averaged.

Battle Score:
Whichever side ends the battle with the highest Battle Score is considered victorious.  Ties go to the higher Prestige side.
Leaders (one per Army) roll their Warfare and compare.  The difference is added to the Battle Score.

Casualties & Retreat:
Units that rolled a 1 are deemed Casualties and destroyed.  The Victorious Nations may spare one (1) Unit per Nation that would've become a casualty otherwise.

If the strike was adjacent (fleet to fleet or army over land), the defeated force A) moves back to point of origin if attacker or B) moves to a friendly or neutral territory.

If the strike was a nautical landing, every unit rolls again.  On a roll of 1 they do not survive the retreat.  Remaining units are returned to point of origin for the attack.

If the strike was a “bounce” (two Armies or Fleets of hostile nations attempting to trade places) then the victorious side moves into their target Region while the loser must remain in their point of origin.

If there is no valid point to retreat to, the units disband and the victor receives half the number of units in Materiale.  Any Character who was with that Army and the Character that led it in combat are now captured.

Annexation
By default, a hostile Army must be in a region for two (2) consecutive turns before ownership is transferred to the Army’s owner.  Various technologies and constructions increase and decrease this amount of time.  A region's timer always begins at a minimum of one (1) turn, but due to order of ops this means the turn after entering the territory will be transferred. 


Characters

Character Sheet
Code: [Select]
[u]Avatar[/u]: [floatright][img height=200 width=120] image url goes here [/img][/floatright]
[u]Name[/u]: (what you're called)
[u]Gender[/u]: (Male, Female, Something Else?)
[u]Sexuality[/u] (IC): (the sexuality of your character)
[u]Acceptable Encounters[/u] (OOC): (is gay/non-con permissible? Always or by request? Etc)
[u]Physical Description[/u]:
[u]Personal History[/u]:
[hr]
[u]Nationality[/u]:
[u]Trait[/u]:  (see List, pick 1)

(you may have up to 5 stars in each skill, you begin with 7 stars to spend across the three as you see fit--you may have zero stars in a skill)
[u]Warfare[/u]: ⭐⭐⭐⭐⭐
[u]Civics[/u]: ⭐⭐⭐⭐⭐
[u]Lore[/u]: ⭐⭐⭐⭐⭐

[u]Growth Stars[/u]:  ⭐⭐⭐ (you use these after S4 to increase stats each year)

[u]Inventory[/u]:  -=Lucky=- Charm [Tapped 0/2]

Character Traits
(choose 1)

ADMIRAL:  Roll +1d6 when commanding Fleets.
GENERAL:  Roll +1d6 when commanding Armies.
BUILDER:  Roll +1d6 when Constructing.
GOVERNOR:  Roll +1d6 when Developing.
SCIENTIST:  Roll +1d6 when Researching.
ARTIST:  Roll +1d6 when creating Art.

Basic Conflict Resolution
The first thing you will do is roll as many d6 as you have stars in the SKILL that is relevant--Warfare, Civics, or Lore. 

If against a static target, the roll must meet or exceed the Difficulty number listed.

You must decide to Tap and item before making a roll.  See Using Items for more.

Using Items
If you have an item that is either -=Lucky=- or -=(Skill)=- of the Skill you're currently rolling, you may [tap] the item to add 1d6 to your roll.  Items have a field that reads [Tapped x/y], an item may only be tapped once per Season and break upon x equaling y.

Personal Actions
Each Character may make two Personal Actions.

-=WARFARE=-
Assume Command:  Target a Unit in a specific Army, and join them directly on the field of battle.  This Unit's die gains +(your Warfare) to its roll, but if the unmodified result would've been a 1 the Unit is still destroyed.  If a battle in which the Unit you were commanding directly is destroyed is also a defeat for your side, the enemy take you prisoner.
Raid:  Difficulty 10.  Add one Red Square to target region, gain 4 Materiale for your nation.  Only possible when your Nation has an Army in a warring Nation's region.
Maneuver:  Difficulty 10.  While commanding target Army/Fleet in battle next turn (consider combat occurs before personal actions!), re-roll lowest Warfare die.
-=CIVICS=-
Construct:  Build something where designated.  Roll Civics (x.1), adds to building progress.
Develop:  Difficulty 10.  Add one Green Square to target region.
Tax:  Difficulty 6.  Remove one Green Square from target region, nation gains ¤4.
Repair:  Difficulty 10.  Remove one Red Square from target region.
Transfer:  Difficulty 6.  Remove one Green Square from target region 1, move to target region 2.
Trade:  Difficulty 6.  If successful, you grant (your Civics) many ¤Gold for your Nation and half as much rounded down for the Nation you are in.  Must be in foreign Nation.
-=LORE=-
Research:  Roll Lore (roll result x 0.1 + (Prestige / 10)), add to research progress for nation.
Craft:  Difficulty 6.  Create an item.  If -=Lucky=-, 1 Materiale is spent and it has [Tapped 0/2].  If -=(Skill)=-, spend 1 to 8 Materiale.  It has [Tapped 0/x] where X is (Materiale spent + 1).
Create Art:  Add (roll/3) to Nation's Prestige, +(1+X) Prestige\year (where X is the tens column, i.e. a roll of 10 adds 1).  Please include the piece's name when you make it.
Enlighten:  Difficulty 6.  If successful, you grant (your Lore many) Prestige to the Nation you are within.  Must be in foreign Nation.
-=FREE ACTIONS=-
Transfer:  Transfer an item to another character you can feasibly reach (if you could not form a route to trade with another nation, you cannot transfer items to its characters).



Technology

Tech Web


Research
Any technology requires 20 Lore to research.  Research is done by individual characters, who roll Lore.  The result of their roll x.1 + (Prestige/10) is then added to progress towards that research.

Technologies
K:
Short for knowledge, this is the basis of all scientific endeavours of the day.  It represents everything civilizations already know.

Engineering:
+3 Build Points every time construction occurs.

Economics:
+1¤, +1 Trade Power, +1 Max Trade Partner

Alchemy:
+1 Materiale, +1 Fleet Capacity

Architecture:
-1 Materiale to Building Costs

Siege Weapons:
-1 Turns til Annexation, -1 to Battle Score of Hostile Towers and Castles

Great Siege Weapons:
-1 Turns til Annexation, -2 to Battle Score of Hostile Towers and Castles

Fishing:
+1 Food per Water Region adjacent to owned Regions.

Minting:
+¤2 per Gold Mine, +2 Trade Power

Mining:
+2 Materiale per Mine, ¤1 per Gold Mine

Medicine:
-1 Casualties per land Combat

Trade Caravans:
+1 Trade Power, +1 Max Trade Partner, can trade overland through neutral territory

Trade Fleets:
+1 Trade Power, +1 Fleet Capacity, +1 Max Trade Partner

Planned Economy:
+4¤ Gold, +2 Trade Power, +1 Max Trade Partner

Capital Ventures:
+6¤ Gold, +4 Trade Power

Logistics:
+2 Fleet Capacity, +3 Army Capacity

Shipwright:
+2 Fleet Capacity, -1 Fleet Materiale Cost, -1 Casualties per water Combat

Algebra:
+1 Trade Power, +1 to all Research Rolls

Physics:
+1 Fleet Capacity, +2 to all Research Rolls, +1 to all Construction Rolls

Artistic Sculpture:
+1 Prestige\turn per Artwork

Grand Architecture:
+1 Prestige\turn per Construction

Defensive Architecture:
+2 to the Battle Score of Towers and Castles

Monuments:
Unlocks the “Monument” Construction; 10 Materiale, 40 Buildpoints, confers +10 Prestige\turn.

Explosives:
-1 Turns til Annexation, -2 to Battle Score of Hostile Towers & Castles, +1 to Enemy Casualties

Hospitals:
+2 to Army Capacity

Narcotics:
+1 to Trade Power

Apothecaries:
+2¤ Gold, -1 Casualties in Land Combat , +1 Food per Region



EXAMPLES

Combat
Green's Fleet 1 enters the Gull's Sea, where Red's Fleet 2 is.  They're at War, so combat occurs.

Leadership (only part the player does)
One of Green's Characters with Warfare: ⭐⭐⭐ is assigned for their nation, and one of Red's Characters with Warfare: ⭐⭐⭐ and the Admiral trait is assigned for theirs.

GC:  Rolls a 5 with 3d6.
RC:  Rolls a 10 with 4d6 (+1d6 from Admiral trait, commanding a Fleet).

There's a difference of 5 in Red's favour, so that will be added to their Battle Score.

Morale:
Green has 7 Prestige and Red has 4 Prestige, so Green rolls 1d6 and adds it to their Battle Score.

Result is 3.

The Battle Score is Red 5 to Green 3.

Units
Green Fleet:
5 Ships
Rolls 5d8.

Result: 2, 4, 7, 5, 5,
Total: 23

No casualties.

Green's Battle Score is 26.

Red Fleet:
4 Ships + 1 Ship Red Admiral is directly commanding, adding his 3 Warfare to its die roll.
Rolls 4d8+(1d8+3).

Result: 1, 1, 5, 7, 7,
Total: 24

Two casualties.

Red's Battle Score is 29.

Verdict:
Red wins, rebuffing Green, but at cost.  Red would lose 2/5ths of their fleet but as the Victor, they get to spare one of their own Casualties.  Thus they lose only one Ship.

Annexation

Green and Teal both enter Blue.  Teal enters a Region with a Tower while Green does not.

The Annexation Timer begins at 2 for Green and 3 for Teal.

The turn ends with the Logistics Phase, both times count down, but neither hits zer0.

In the above image, the Season after their invasion is depicted (the first Map Update after combat).

Green is going to have Mankia at the end of this turn if they are not forced to leave.

Teal is going to have to wait an additional turn, allowing Green to get a head start on Zern or potentially even attack and dislodge Teal.

Blockade

Gold and Red are trade partners. 

Lacking a land border, they rely on their Ports in Clovia and Okala respectively to trade.

Green is at war with Red.

Green Fleets 1, 2, and 3 take up positions such that there is no route between Clovia and Okala without passing through a water region Red occupies.

Thus a Blockade is in effect, Red gains 50% of the income that trade was worth, and trade is suspended b\t the two partners until such time as the Blockade is lifted.

Invading Over Water


Gold has a fleet in the Gulf of Bey and an Army in Beyland.

Gold would like to invade Yandis but their Army is not adjacent.

Gold has their Army move over Gold Fleet 1 into Yandis.  Naval invasions are risky for combat purposes, but there is no Army in Yandis to defend so there is no risk here.

Pictured above, Gold has successfully entered Yandis.

Raid


Gold wants more materiale, and to hurt Purple while in their territory in case they are rebuffed.

One of Gold's Characters elects to Raid.

This Character's Raid succeeds, and a Red Square is added to the development tracker in Yandis.  It takes up a blank space but would have removed a Green Square if there were none available.

Gold gains Materiale, and if Purple wants to enjoy the benefits of a fully developed Yandis they'll now need to Repair it.

Ports

Gold has a Port in Clovia.

Green has a Fleet in Sea of Cloves.

Gold cannot be attacked by Green's fleet, but Gold can strike out at Green's fleet from the safety of their Port.

Ports are good.

Build Ports.
« Last Edit: November 19, 2017, 03:29:34 AM by Jezabelle »

Online JezabelleTopic starter

Re: Kingdom Supremacy[Non-Con Human](rules Lite, Grand Strategy)
« Reply #1 on: November 18, 2017, 11:21:15 PM »
Kingdoms and Characters

Kingdoms
« Last Edit: November 28, 2017, 01:40:11 AM by Jezabelle »

Offline Ontan

Re: Kingdom Supremacy[Non-Con Human](rules Lite, Grand Strategy)
« Reply #2 on: November 22, 2017, 11:43:38 PM »
Interested! The only caveat is that I’d love to play a supporting character rather than a faction leader - that's just a RP preference more than anything.

Online JezabelleTopic starter

Re: Kingdom Supremacy[Non-Con Human](rules Lite, Grand Strategy)
« Reply #3 on: November 26, 2017, 01:11:53 AM »
Interested! The only caveat is that I’d love to play a supporting character rather than a faction leader - that's just a RP preference more than anything.

Fair enough.  Not gonna lie after the death of Shindo, I'm really hoping this can take off and prevent the issues of last time.

Offline avarus

  • Lord
  • Bacchae
  • *
  • Join Date: Oct 2017
  • Location: The Netherlands
  • Gender: Male
  • This is some personal text. There are many like it, but this one is mine!
  • My Role Play Preferences
  • View My Rolls
  • Referrals: 1
Re: Kingdom Supremacy[Non-Con Human](rules Lite, Grand Strategy)
« Reply #4 on: November 27, 2017, 03:31:40 PM »
This is awesome! I used to play forum games like this in ye olden days! It's time to immediately create a nation!

Plus, Diplomacy + :D
« Last Edit: November 27, 2017, 05:07:41 PM by avarus »

Online JezabelleTopic starter

Re: Kingdom Supremacy[Non-Con Human](rules Lite, Grand Strategy)
« Reply #5 on: November 27, 2017, 06:15:48 PM »
This is awesome! I used to play forum games like this in ye olden days! It's time to immediately create a nation!

Plus, Diplomacy + :D

Awesome!  Let me know if you have any questions  O:)

Offline avarus

  • Lord
  • Bacchae
  • *
  • Join Date: Oct 2017
  • Location: The Netherlands
  • Gender: Male
  • This is some personal text. There are many like it, but this one is mine!
  • My Role Play Preferences
  • View My Rolls
  • Referrals: 1
Re: Kingdom Supremacy[Non-Con Human](rules Lite, Grand Strategy)
« Reply #6 on: November 27, 2017, 07:30:49 PM »
Hope you like it, picking red :P  I saw that on the sheet you had upkeep put at ten currency so I applied that much to starting forces. Also the base economics (trade, food, materiele, etc) I left as were and added what I think are the additional numbers for red at the end (hope I did them correctly, if not please correct me, but at least this way you can see where I went wrong :P)

Taking the red island for this nation ^^

Coat of Arms:
Nation Name: High Sea Clans
    Nationals are called ‘Clansman’ or ‘Clanswoman’
Ruler:  Anteia Ralfsdottor
Chancellor:  None yet
Cultural Trait:  Mercantile (+4 to Trade Power)
Territory/Regions:  4
Development:  0
Food:  8
Materiale (+Yearly Income):  4 (+12)              ( +4 from territory, +8 2 woods, 1 mine)
Gold (+Seasonal Income) (-Upkeep): ¤10 (+¤5) (-¤14)               (+¤1 Economics)
Max Trading Partners: 1 (+1 Economics)
Trading Partners: N/A
Trade Power: 6 (+0 from Gold Mines) (+0 from Tech)                     (base 1 +1 from Economics, +4 Mercantile)
Upkeep:

Prestige:  4 (+0 Yearly: Art) (+0 Art Creation) (+4 Territory) (-0 from Dishonour)
Army Cap: 2 (+0 from Buildings) (+0 from Tech) (base 2)
Fleet Cap: 1 (+0 from Buildings) (+0 from Tech) (base 1)
Armies
Red Reavers, 4 Infantry (Upkeep 4¤)
Fleets:
Ralf’s Palisade, 5 Ships (Upkeep 10¤)

National History:
Never had the clans been united, sure, there was a kingsmoot on the death on the previous king, electing a new one but in the end the clans did as they pleased. Never had there been much need for unity, the land gave trees to create ships and the ships brought in the haul of fish to see people through the week. What the island lacked was brought in through trade in amber or metals, or forcibly separated from the previous owners on the mainland. Disputes were usually local and over minor things and writing was restricted to runestones raised in honour of the patrons who subsidised them. Outsiders barely visited the island, although the islanders eagerly visited the mainlanders, earning the former the name of the “High Seas people” for it was believed among some of the mainlanders in this early age that these people lived on the salty water.
The traditions and the Gods were honoured above all.

Where it began none can tell, but change eventually came, as it always does. Some blame the literate slaves coming in from the mainland, who supplied the clans that took them with the wisdom of words and records keeping. Others blame the Godess of Change, fickle as she is. The truth is probably somewhere in the middle. Infighting began among the clans, who realised that control over the resources of the island meant wealth in trading goods, allowing them to outfit and maintain more warriors. Thus the ages of strife began. A long period of battle between the clans, of glorious heroics and men made of cold steel, whose deeds are still sung by the bards to this day. Although the songs are bit less subject to change and proliferate more eagerly than before due to them being written down.
Still the traditions and Gods were honoured.

It was however with Ralf Udnarsson that the final shift came. His wealth exceeded the others, winning him the crown in the kingsmoot. But that was not all that wealth begot Ralf. Warriors flocked to his cause and one by one the other clans either fell or pledged their allegiance. With the (grudging) acceptance of the kingsmoot Ralf after twelve years of heated contest finally united all the clans, abolishing many of the privileges of the original clans and forging them into a new nation: “The High Sea Clans”. And with this the young fledgling nation could finally set its sights outwards, resuming their trading and interaction with the outside world like never before.
But never were the traditions and Gods forgotten.

Ralf Udnarssons reign was relatively long, lasting another fifteen years after uniting the clans. His policies were fairly peace loving, keeping the trade lanes clear from those who wanted to seize that wealth for themselves. Of course the clan elders grumbled and dreamt of their independence of old, but there were no young ones who wished to take up arms for their cause. The unity had brought new wealth to all of them. This lasted until the unexpected end of Ralf’s reign, who sailed off to clear a stretch of coast from pirates. Unfortunately, the pirates did not seem to be keen on being displaced from their prime hunting ground and one of them acquainted his axe with Ralf’s face. Before even the body had been cremated a kingsmoot was called by those wishing to seize power for themselves. It was however in the end Ralf’s only child, Anteia Ralfsdottor, who unexpectedly managed to get enough support and with it the crown.
Two years after these events still the traditions and the Gods were honoured.

Artworks:
Spoiler: Click to Show/Hide

Dromon, a regularly used ship type.



Hall of the kingsmoot.



Interior of the Clan territory



Clansmen trading common Clan goods: Horn, fur and mead.



Armoured clan infantryman.



Standing stone, the High Sea’s Clan of history keeping.

Technologies:
Knowledge (K)
Economics





Avatar:
Name: Anteia Ralfsdottor
Gender: Female
Sexuality (IC): Bisexual
Acceptable Encounters (OOC): Gay is permissible. Non-Con is always permissible.
Physical Description:
Since Clanspeople are generally longer than those of the mainland, Anteia is seen by outsiders as a tall woman, whereas to her own people her height is fairly average for a woman. Years of trudging outside, hunting, fighting and pulling oars left Anteia quite strong for a 31 years old woman. Of course she is not some kind of superwoman, as is testified by a scar on her right cheek where her sparring partner bashed his shield against her head. What she lacks in strength however she compensates in combat with teamwork and speed.

She is easily spotted from a distance, her long red mane usually left to hang freely, heavily lidded eyes covering amber eyes. She usually dons a simple gambeson over a tunic in colour combinations of her clan: ‘red and black’. Over her right shoulder and across her chest she always wears the tartan sash that signifies her as the elected king of the Clans. Always on her right side is her seax.

Personal History:
It is not easy being the only daughter of a Clan elder. Especially not when a boy was desired for an heir, but ever failed to materialise. This left Anteia as the focus of her father’s attempts to groom an heir. This also led to her upbringing to be vastly different from other girls her age. Where the girls sat around fire and learned to cook and knit, Anteia was out in the frost, hunting game, or learning how to fight. Where other girls were taught to be faithful wives to their future husbands, Ralf taught his daughter to solve sleights with punches to the face. It was an attitude that suited Anteia.

From an early age on Anteia plied the seas with her father on both training missions and raids, testing her metal against pirates and the mainlanders. Never did Anteia sleep with shield and sword near. The result of this upbringing was a tough, no nonsense warrior, reared to lead by example and strength of arms, reasonably well versed in the art of mercantilism.  Abilities and skills that became ever more pressing when her father became the king of all the clans.

Thirty one years of her life she spend more or less glued to her father, ever moving in his shadow, ever learning. Thus, his sudden death at the hands of pirates, only several paces from where Anteia stood shocked her to her core. It was the curse of leading from the front of the shieldwall. She did not utter a single word during the entire voyage back home, where a new development awaited her.

She had no time to attend to passing her father on to the next world as the elders immediately convened for a kingsmoot, not even bothering to invite her specifically. When Anteia did show up despite this, she immediately challenged the most influential clan elder to personal combat over the sleight of not having been invited by name. Half an hour later her armour was battered, her shoulder almost dislocated and her shield had been practically reduced to splinters, but her kingship had been secured when her opponent surrendered.

Two years later Anteia still rules with an iron fist. Ever wary of those who had intended to replace her, but with her eyes wide open to the world surrounding their island nation. Once again the clans would take to the seas under Anteia’s red and black raven banner, bearing both gifts and arms in equal measure…


Nationality: Clanswoman
Trait:  Admiral

Warfare: ⭐⭐⭐⭐
Civics: ⭐⭐
Lore: ⭐

Growth Stars:  ⭐⭐⭐ (you use these after S4 to increase stats each year)

Inventory:  -=Lucky=- Charm [Tapped 0/2]
« Last Edit: November 30, 2017, 05:37:26 AM by avarus »

Online JezabelleTopic starter

Re: Kingdom Supremacy[Non-Con Human](rules Lite, Grand Strategy)
« Reply #7 on: November 28, 2017, 01:38:45 AM »
Hope you like it, picking red :P  I saw that on the sheet you had upkeep put at ten currency so I applied that much to starting forces. Also the base economics (trade, food, materiele, etc) I left as were and added what I think are the additional numbers for red at the end (hope I did them correctly, if not please correct me, but at least this way you can see where I went wrong :P)

Taking the red island for this nation ^^

Coat of Arms:
Nation Name: High Sea Clans
    Nationals are called ‘Clansman’ or ‘Clanswoman’
Ruler:  Anteia Ralfsdottor
Chancellor:  None yet
Cultural Trait:  Mercantile (+4 to Trade Power)
Territory/Regions:  4
Development:  0
Food:  8
Materiale (+Yearly Income):  4 (+4)(+8 2 woods, 1 mine)
Gold (+Seasonal Income) (-Upkeep): ¤10 (+¤4) (-¤14) (+¤1 Economics
Max Trading Partners: 1 (+1 Economics)
Trading Partners: N/A
Trade Power: 1 (+0 from Gold Mines) (+0 from Tech) (base 1) (+1 from Economics, +4 Mercantile)
Upkeep:

Prestige:  4 (+0 Yearly: Art) (+0 Art Creation) (+4 Territory) (-0 from Dishonour)
Army Cap: 2 (+0 from Buildings) (+0 from Tech) (base 2)
Fleet Cap: 1 (+0 from Buildings) (+0 from Tech) (base 1)
Armies
Red Reavers, 4 Infantry (Upkeep 4¤)
Fleets:
Ralf’s Palisade, 5 Ships (Upkeep 10¤)

National History:
Never had the clans been united, sure, there was a kingsmoot on the death on the previous king, electing a new one but in the end the clans did as they pleased. Never had there been much need for unity, the land gave trees to create ships and the ships brought in the haul of fish to see people through the week. What the island lacked was brought in through trade in amber or metals, or forcibly separated from the previous owners on the mainland. Disputes were usually local and over minor things and writing was restricted to runestones raised in honour of the patrons who subsidised them. Outsiders barely visited the island, although the islanders eagerly visited the mainlanders, earning the former the name of the “High Seas people” for it was believed among some of the mainlanders in this early age that these people lived on the salty water.
The traditions and the Gods were honoured above all.

Where it began none can tell, but change eventually came, as it always does. Some blame the literate slaves coming in from the mainland, who supplied the clans that took them with the wisdom of words and records keeping. Others blame the Godess of Change, fickle as she is. The truth is probably somewhere in the middle. Infighting began among the clans, who realised that control over the resources of the island meant wealth in trading goods, allowing them to outfit and maintain more warriors. Thus the ages of strife began. A long period of battle between the clans, of glorious heroics and men made of cold steel, whose deeds are still sung by the bards to this day. Although the songs are bit less subject to change and proliferate more eagerly than before due to them being written down.
Still the traditions and Gods were honoured.

It was however with Ralf Udnarsson that the final shift came. His wealth exceeded the others, winning him the crown in the kingsmoot. But that was not all that wealth begot Ralf. Warriors flocked to his cause and one by one the other clans either fell or pledged their allegiance. With the (grudging) acceptance of the kingsmoot Ralf after twelve years of heated contest finally united all the clans, abolishing many of the privileges of the original clans and forging them into a new nation: “The High Sea Clans”. And with this the young fledgling nation could finally set its sights outwards, resuming their trading and interaction with the outside world like never before.
But never were the traditions and Gods forgotten.

Ralf Udnarssons reign was relatively long, lasting another fifteen years after uniting the clans. His policies were fairly peace loving, keeping the trade lanes clear from those who wanted to seize that wealth for themselves. Of course the clan elders grumbled and dreamt of their independence of old, but there were no young ones who wished to take up arms for their cause. The unity had brought new wealth to all of them. This lasted until the unexpected end of Ralf’s reign, who sailed off to clear a stretch of coast from pirates. Unfortunately, the pirates did not seem to be keen on being displaced from their prime hunting ground and one of them acquainted his axe with Ralf’s face. Before even the body had been cremated a kingsmoot was called by those wishing to seize power for themselves. It was however in the end Ralf’s only child, Anteia Ralfsdottor, who unexpectedly managed to get enough support and with it the crown.
Two years after these events still the traditions and the Gods were honoured.

Artworks:
Spoiler: Click to Show/Hide

Dromon, a regularly used ship type.



Hall of the kingsmoot.



Interior of the Clan territory



Clansmen trading common Clan goods: Horn, fur and mead.



Armoured clan infantryman.



Standing stone, the High Sea’s Clan of history keeping.

Technologies:
Knowledge (K)
Economics





Avatar:
Name: Anteia Ralfsdottor
Gender: Female
Sexuality (IC): Bisexual
Acceptable Encounters (OOC): Gay is permissible. Non-Con is always permissible.
Physical Description:
Since Clanspeople are generally longer than those of the mainland, Anteia is seen by outsiders as a tall woman, whereas to her own people her height is fairly average for a woman. Years of trudging outside, hunting, fighting and pulling oars left Anteia quite strong for a 31 years old woman. Of course she is not some kind of superwoman, as is testified by a scar on her right cheek where her sparring partner bashed his shield against her head. What she lacks in strength however she compensates in combat with teamwork and speed.

She is easily spotted from a distance, her long red mane usually left to hang freely, heavily lidded eyes covering amber eyes. She usually dons a simple gambeson over a tunic in colour combinations of her clan: ‘red and black’. Over her right shoulder and across her chest she always wears the tartan sash that signifies her as the elected king of the Clans. Always on her right side is her seax.

Personal History:
It is not easy being the only daughter of a Clan elder. Especially not when a boy was desired for an heir, but ever failed to materialise. This left Anteia as the focus of her father’s attempts to groom an heir. This also led to her upbringing to be vastly different from other girls her age. Where the girls sat around fire and learned to cook and knit, Anteia was out in the frost, hunting game, or learning how to fight. Where other girls were taught to be faithful wives to their future husbands, Ralf taught his daughter to solve sleights with punches to the face. It was an attitude that suited Anteia.

From an early age on Anteia plied the seas with her father on both training missions and raids, testing her metal against pirates and the mainlanders. Never did Anteia sleep with shield and sword near. The result of this upbringing was a tough, no nonsense warrior, reared to lead by example and strength of arms, reasonably well versed in the art of mercantilism.  Abilities and skills that became ever more pressing when her father became the king of all the clans.

Thirty one years of her life she spend more or less glued to her father, ever moving in his shadow, ever learning. Thus, his sudden death at the hands of pirates, only several paces from where Anteia stood shocked her to her core. It was the curse of leading from the front of the shieldwall. She did not utter a single word during the entire voyage back home, where a new development awaited her.

She had no time to attend to passing her father on to the next world as the elders immediately convened for a kingsmoot, not even bothering to invite her specifically. When Anteia did show up despite this, she immediately challenged the most influential clan elder to personal combat over the sleight of not having been invited by name. Half an hour later her armour was battered, her shoulder almost dislocated and her shield had been practically reduced to splinters, but her kingship had been secured when her opponent surrendered.

Two years later Anteia still rules with an iron fist. Ever wary of those who had intended to replace her, but with her eyes wide open to the world surrounding their island nation. Once again the clans would take to the seas under Anteia’s red and black raven banner, bearing both gifts and arms in equal measure…


Nationality: Clanswoman
Trait:  Admiral

Warfare: ⭐⭐⭐⭐
Civics: ⭐⭐
Lore: ⭐

Growth Stars:  ⭐⭐⭐ (you use these after S4 to increase stats each year)

Inventory:  -=Lucky=- Charm [Tapped 0/2]

Very nice, the only thing is your Upkeep is 14 not 10.  You've got 10 gold, get 4/year, and your upkeep begins at -14.  You're meant to have 14 upkeep worth of units, so you can add 4 upkeepsworth!

It's late/early but I'll give it a finer comb to check for map details, but the civilization is looking nice.  Accepted.

edit: looks like you should have 6 (1 base +1 tech +4 mercantile) Trade Power.
« Last Edit: November 28, 2017, 01:41:53 AM by Jezabelle »

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Re: Kingdom Supremacy[Non-Con Human](rules Lite, Grand Strategy)
« Reply #8 on: November 28, 2017, 05:44:00 PM »
I'm intrigued, but I gotta come back later to give a better look. I'm somewhat new to the grand strategy field (only experience is some Civ 4 and 5, and some hearts of Iron), but this looks pretty neat

Offline avarus

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Re: Kingdom Supremacy[Non-Con Human](rules Lite, Grand Strategy)
« Reply #9 on: November 30, 2017, 05:39:25 AM »
@Jezabelle: updated the numbers, but not the troops yet. I thought I had 14 upkeep between my army and my fleet? Could you take another peek at that please, or am I missing something?

@Gateman: Love me som Civ and HoI4, have you ever tried the Kaiserreich mod?

Online JezabelleTopic starter

Re: Kingdom Supremacy[Non-Con Human](rules Lite, Grand Strategy)
« Reply #10 on: November 30, 2017, 09:24:03 AM »
@Jezabelle: updated the numbers, but not the troops yet. I thought I had 14 upkeep between my army and my fleet? Could you take another peek at that please, or am I missing something?

You're right it is 14 b\t your Army and Fleet, sorry for any confusion.
« Last Edit: November 30, 2017, 10:35:37 AM by Jezabelle »

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Re: Kingdom Supremacy[Non-Con Human](rules Lite, Grand Strategy)
« Reply #11 on: November 30, 2017, 01:50:23 PM »
@Gateman: Love me som Civ and HoI4, have you ever tried the Kaiserreich mod?

Nah. I'm a bit embarrassed to admit HoI4 bored me to tears. I think it was because it just seemed so fucking dense when I was trying to play it.

Online JezabelleTopic starter

Re: Kingdom Supremacy[Non-Con Human](rules Lite, Grand Strategy)
« Reply #12 on: November 30, 2017, 05:18:24 PM »
Nah. I'm a bit embarrassed to admit HoI4 bored me to tears. I think it was because it just seemed so fucking dense when I was trying to play it.

The more hardcore Paradox games do kind of grate, I think Stellaris struck the right balance but the "Paradox Effect" of me wishing I had all the DLCs has been keeping me from playing of late.

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Re: Kingdom Supremacy[Non-Con Human](rules Lite, Grand Strategy)
« Reply #13 on: November 30, 2017, 06:04:42 PM »
Oh good, it's not just me then. Anyway, I should have at least a WIP ready tonight

Online JezabelleTopic starter

Re: Kingdom Supremacy[Non-Con Human](rules Lite, Grand Strategy)
« Reply #14 on: December 01, 2017, 08:08:25 PM »
Oh good, it's not just me then. Anyway, I should have at least a WIP ready tonight

Sweet, I'm happy to help with any stage of creation, just hmu.

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Re: Kingdom Supremacy[Non-Con Human](rules Lite, Grand Strategy)
« Reply #15 on: December 05, 2017, 03:23:09 PM »
Yah, I love Stellaris, but it's also way less nebulous than the rest. Even in CK2 I keep discovering new buttons after all these years :P .

Online JezabelleTopic starter

Re: Kingdom Supremacy[Non-Con Human](rules Lite, Grand Strategy)
« Reply #16 on: December 09, 2017, 09:11:11 PM »
Yah, I love Stellaris, but it's also way less nebulous than the rest. Even in CK2 I keep discovering new buttons after all these years :P .

The dark depths of space provide new discoveries in palatable forms not "oh gee wish I'd known about that mechanic from the beginning" forms.

They're gradually complicating it though, it'll get there.

Offline Ontan

Re: Kingdom Supremacy[Non-Con Human](rules Lite, Grand Strategy)
« Reply #17 on: December 16, 2017, 09:16:39 AM »
I really want to see this take off, so I’m going to renege on my earlier statement and make a faction after all. The only catch is that I might end up playing them as a background power, fulfilling a ‘kingmaker’ role through support (trade, research, etc.) rather than necessarily aiming to be the main contender in their own right.

I don’t plan on min-maxing this down to the hilt or anything, but I did have one quick question before finalising a few details: what sort of income does trade power generate?

Offline Ontan

Re: Kingdom Supremacy[Non-Con Human](rules Lite, Grand Strategy)
« Reply #18 on: December 20, 2017, 12:40:23 AM »
In case this is still going ahead, here's my nation. It's a bit of a departure from what Avarus gave us (which was fantastic, incidentally), but I'm guessing there might end up being a few western themed nations, so I wanted to offer something completely different. One thing I loved in the last Supremacy game was the RP about the 'foreign' ethnicities trying to assimilate, so I thought I'd try to keep that going. 

If approved, these guys will be occupying the teal (eastern) section of the map.



Coat of Arms:

Nation Name:  Tezcacali Outlanders
Ruler:  Itzli (character sheet pending)
Chancellor:  (Pending)
Cultural Trait:  Artistic (+3 Prestige per Year per Artwork)

Territory/Regions:  4
Development:  0
Food:  11 (8 from regions, 3 from farms)
Materiale (+Yearly Income):  4 (+10)
Gold (+Seasonal Income) (-Upkeep): ¤10 (+¤4) (-¤14)
Max Trading Partners: 1
Trading Partners:
Trade Power: 1 (+0 from Gold Mines) (+0 from Tech) (base 1)
Upkeep:

Prestige:  4 (+0 Yearly: Art) (+0 Art Creation) (+4 Territory) (-0 from Dishonour)
Army Cap: 2 (+0 from Buildings) (+0 from Tech) (base 2)
Fleet Cap: 1 (+0 from Buildings) (+0 from Tech) (base 1)
Armies
-Xilotaca’s Pallbearers: 6 Infantry (Upkeep 6¤)
-Proselytizer Expedition: 2 Cavalry, 3 peasant (Upkeep 6¤)
Fleets:
-The Salt Chinampa: 1 Ship (Upkeep 2¤)

National History:
Tezcacali Outlanders

East of East:

What lies east of the eastern lands? It’s a question that’s posed by every child at some point, and in most cases it’s met with a cuff across the head and a stern instruction not to ask again. There is nothing beyond the borders of Estlynd or Nevonia. Even the gods had to stop somewhere, and drawing attention to their limits – even in idle curiosity – is said to risk their displeasure. More prosaically, though, one could also observe that there’s a featureless wasteland along Estlynd’s most distant border. The bleak, empty steppes stretch on seemingly forever, with virtually nothing for life to subsist on: open water is almost non-existent, and the vast undulating plains are covered in a grass which kills off all other plant life… along with any beast unwise enough to nibble at it. Even if a man could carry enough supplies to walk eastward for an entire year of his life, he would find nothing but desolate, lonely emptiness. Some have tried as much, risking blasphemy and a lonely death only to confirm what everybody already knew: the steppes are a bleak, soulless place. 
 
It is, however, only a matter of time before any natural barrier is conquered. Far to the east, the fanatical Tezcacali civilisation looked upon the same forsaken steppes, and through their nihilistic mindset, they saw something almost reverent in the sheer lifelessness of the wasteland. They believed it to be a vast gate into the underworld itself; whenever a person of prominence was on their deathbed, a sacrificial funeral procession would be selected to carry them as far as possible into the steppes, thus shortening their journey to the realm of death. Obviously, the entourage would perish alongside them, but the honour of being sacrificed was something to aspire for in Tezcacali culture.

Divine Emperor Xilotaca the Great unwittingly launched the expedition that would carry his dying body towards the western kingdoms. In his final months of life, an almighty funeral procession unlike anything ever seen began to take shape: tens of thousands of souls, from slaves to high priestesses, were to carry their lord deeper into the “underworld” than anyone had ever travelled before. When the time came to depart, the sacrificial Tezcacali expedition didn’t even bother to send explorers to precede them. For two whole years, a veritable army trudged through the featureless purgatory of the steppes, sustained by the colossal urns of water and grain they rolled over the grasslands. Even when their lord took his final rattling breath, the fierce insanity of the Tezcacali faith drove them ever deeper into the wastes, and unknowingly closer to the western kingdoms. The goddess of mischief must’ve been smiling on them, though, because the senseless mission did not end in its intended annihilation: with scarcely a week’s worth of supplies left, the desolate steppes finally fell away, and the Tezcacali outlanders took their first auspicious steps into the fertile western kingdom.

The Outlander Occupation:

In the west, news of an invasion from beyond the steppes was slow to gain credibility. The fault lies almost entirely with the infamous Sigvat Clan, who were already in a perpetual state of war with their neighbours: even as their defences were completely blindsided by an inconceivable assault from the east, their stubborn leader refused to put out a call for help, instead opting for a series of prideful (and catastrophically ill-considered) counterattacks that only hastened the collapse of his reign. Ironically, the first sign that anything was seriously amiss came almost seven whole years after the Tezcacali Outlanders arrived: the soldiers of Cartonis noticed it’d been a suspiciously long while since the last cattle raid from Estlynd, and warily dispatched scouts to investigate. They returned with muddled reports, speaking nonsense of hideous temples rising out of the Sigvat villages, and of feather-clad figures that turned them back. Still, even these bewildered ramblings were enough to put the neighbouring nations on notice.

What of the Tezcacali now, a full fifteen years after they first set foot in the western realm? Their continued presence gives rise to all manner of chilling tales: their twisted appetite for human sacrifice; nightmare scenarios of fierce, wide-eyed priests proselytizing the commonfolk en masse through the sheer intensity of their mad zeal; the pure ugliness of their foreign ways and the strange monoliths they take to building. However, for all this talk, there’s been relatively little action against them – nor any need for it. The Tezcacali haven’t ever been seen beyond Estlynd or Viestrom, and indeed seem genuinely content to occupy what lands they have rather than expand outwards. Every now and then, they leave a tokenistic gift along the border to acknowledge their neighbours, but otherwise the outlanders seem disinterested in any kind of interaction with the west at large – which frankly, makes them an improvement on the vanquished Sigvat Clan. There are even some who still believe the Tezcacali aren’t even real: after all, old beliefs die hard, and with nothing but tall tales to go on, there are those who dismiss them as ghost stories.

Their passivity may be coming to an end, though. Just as the rest of the realm finds itself in upheaval, the Tezcacali have foreseen a portent in the stars, and they believe a time of change is upon them. The gods must’ve had a divine purpose for bringing them through the steppes, and with the shifting of the heavens, they feel themselves called westward once again. Whether it be for peace or war… well, that will be decided by the will of mortals, not the stars.

Artworks:
Tezcacali Artwork

The Tezcacali are gifted engineers; here in the Nevonian forest, they lost little time in tearing down the native shrines and erecting foreign temples in their place.


Tezcacali infantryman. This one was lucky enough to retain his high-quality equipment from the procession across the steppes.


It’s relatively uncommon to see it in practice, but the Tezcacali have no outright prohibition on women becoming warriors. The ‘blocky’ design of her equipment is typical of newer, locally-made arms and armour. Stylistic etchings and coloured pigments are often used to disguise the otherwise crude appearance.


Human sacrifice is a recurring theme in their fierce religion, and can feature anything from evisceration on an altar to being thrown off a tower. Most victims are eager volunteers, but captured warriors are also afforded this ‘honour’ as a mark of respect.


It’s easy to forget that the “Outlander” nation is comprised mostly of the native commoners they converted. The uprising of proselytised peasants played a critical role in the success of the Tezcacali occupation; the fact it happened so quickly speaks volumes about how the common folk suffered under their former rulers, the Sigvat Clan.

 


Technologies:
-Knowledge
-Engineering




Avatar:

Name: Itzli
Gender: Male
Sexuality (IC): Heterosexual preferred
Acceptable Encounters (OOC): Gay permissible, but scenes will 'fade to black'. Non-con considered on request.

Physical Description:
Almost by definition, tricksters rarely look the way people expect them to. To those who don’t know him, Itzli seems to possess nothing but fretful pouts and forlorn gazes, and this dreary visage is only reinforced by his deadpan manner of speech and reserved body language. It usually takes time to detect the undercurrent of wicked humour that runs deep within him, betrayed only by an impish gleam in his eyes as he subtly goads or teases those around him. Even then, it's just the tip of the figurative iceberg: the full extent of his eccentricity – compulsive pickpocketing, pyromania, religious fanaticism – is all but invisible on the surface.

Physically speaking, Itzli would probably be described as being rangy rather than large. With his long limbs and looming beanpole frame, one could never truthfully apply the words powerful, graceful, or even athletic to his odd build… far less anything like handsome. For all its faults, however, his body can exert a frightening and unexpected strength when needed: a thing of whipcord muscle and steel sinew, the power of his gangling form is hidden in plain sight. As with many of his people, Itzli has opted to adorn his body with all manner of piercings, tattoos, and ceremonial scars. Of the latter, the two most recent additions are both on his right arm: a stylised crow and a warhammer, representing his status as a widower and a battlefield commander respectively. Given the raw, inflamed appearance of these last two, they’re obviously only a few weeks old, if that. Alongside their ceremonial counterparts, there are also various nicks and faded scars of more mundane origins – the product of everyday caprice and the occasional fight.

Personal History:
In Tezcacali culture, it’s dangerous to disrespect Coszcatl, the goddess of mischief… and it’s equally risky to win her favour. Either course of action is practically asking for one’s life to be thrown into mindless turmoil; a sensible person will therefore acknowledge her during worship, but otherwise strive to focus their prayers and offerings elsewhere. 

Why, then, would a builder’s apprentice pick the goddess of mischief as their patron deity? Unpredictability is not a desirable trait in any bridge, dam, or load-bearing support… and yet, that’s exactly what Itzli did during the coming-of-age ceremony for boys born in his year. He did not join the other builders’ apprentices by the shrine of the sun god. Nor did he join the teenaged warriors clustered around the bloody altar of war. He, and he alone, approached the altar of Coszcatl – mistress of senseless tragedy and undeserved reprieve, patron of treachery and tryst, goddess of trouble and mischief. And for that, Itzli would reap what he sowed for the rest of his years.

His mind was touched, and his destiny warped. At 13, Itzli was afflicted with a bizarre and often irresistible compulsion to steal things. At 14, he was already displaying both dazzling new innovations and crippling obsessions in his work as a young builder. And when he was 15? The entire Tezcacali civilisation plunged into a dark age of mourning when Divine Emperor Xolitaca the Great became mortally ill… and Itzli, for his part, was selected to be one of the many thousands who would join the emperor’s sacrificial procession into the lifeless wastes of the steppes.

For two whole years he trekked through the steppes alongside the rest of the grand procession, which carried first the dying form of their beloved emperor, and then a preserved corpse. Not a soul among them ever expected to survive, but buoyed by their fanatical zeal, they persisted through the bleak, featureless purgatory with almost superhuman will. The strain of their journey nevertheless exacted a sinister toll on the mind, and none of them escaped Coszcatl's capricious gaze entirely… but, impossibly, they instead escaped death itself. The steppes fell away, and in their place, the Tezcacali procession found a peculiar new land of pale folk, strange foods, and a clan of belligerent lordlings eager to start a war they wouldn’t win.

Now, fifteen years after the initial arrival of the Tezcacali outlanders, Itzli has finally managed to establish some semblance of stability in his life. He is still haunted by his demons – the spectres of kleptomania, and more recently pyromania – but they can usually be managed well enough to have a good life regardless. He found happiness with a woman who went on to become his bride and wife. He found vindication in his work as a troubled-but-talented master builder. He earned the acceptance of his peers, who have learned not to overlook his eccentricities, but to celebrate them.

But the peace is not to last – not for nations, and certainly not for Itzli himself. Unbeknown to most, the realm teeters on the very brink of tumult, and when that day dawns, Itzli’s very existence is to be shattered into a thousand pieces, only to be reforged in the crucible of a land plagued by war. Bedlam is dawning, and the goddess of mischief will soon have need of her champion.

Additional Images

Itzli's ceremonial garb.


Nationality: Tezcacali
Trait:  General

(you may have up to 5 stars in each skill, you begin with 7 stars to spend across the three as you see fit--you may have zero stars in a skill)
Warfare: ⭐⭐
Civics: ⭐⭐⭐
Lore: ⭐⭐

Growth Stars:  ⭐⭐⭐ (you use these after S4 to increase stats each year)

Inventory:  -=Lucky=- Charm [Tapped 0/2]
« Last Edit: December 30, 2017, 07:43:45 PM by Ontan »

Online JezabelleTopic starter

Re: Kingdom Supremacy[Non-Con Human](rules Lite, Grand Strategy)
« Reply #19 on: December 20, 2017, 03:27:56 AM »
In case this is still going ahead, here's my nation. It's a bit of a departure from what Avarus gave us (which was fantastic, incidentally), but I'm guessing there might end up being a few western themed nations, so I wanted to offer something completely different. One thing I loved in the last Supremacy game was the RP about the 'foreign' ethnicities trying to assimilate, so I thought I'd try to keep that going. 

If approved, these guys will be occupying the teal (eastern) section of the map.



Coat of Arms:

Nation Name:  Tezcacali Outlanders
Ruler:  Zanicoh (character sheet pending)
Chancellor:  (Pending)
Cultural Trait:  Artistic (+3 Prestige per Year per Artwork)

Territory/Regions:  4
Development:  0
Food:  11 (8 from regions, 3 from farms)
Materiale (+Yearly Income):  4 (+10)
Gold (+Seasonal Income) (-Upkeep): ¤10 (+¤4) (-¤14)
Max Trading Partners: 1
Trading Partners:
Trade Power: 1 (+0 from Gold Mines) (+0 from Tech) (base 1)
Upkeep:

Prestige:  4 (+0 Yearly: Art) (+0 Art Creation) (+4 Territory) (-0 from Dishonour)
Army Cap: 2 (+0 from Buildings) (+0 from Tech) (base 2)
Fleet Cap: 1 (+0 from Buildings) (+0 from Tech) (base 1)
Armies
-Xilotaca’s Procession: 1 Cavalry/7 Infantry (Upkeep 10)
Fleets:
-The Grand Chinampa: 2 Ships (4 Upkeep)

National History:
Tezcacali Outlanders

East of East:
What lies east of the eastern lands? It’s a question that’s posed by every child at some point, and in most cases it’s met with a cuff across the head and a stern instruction not to ask again. There is nothing beyond the borders of Estlynd or Nevonia. Even the gods had to stop somewhere, and drawing attention to their limits – even in idle curiosity – is said to risk their displeasure. More prosaically, though, one could also observe that there’s a featureless wasteland along Estlynd’s most distant border. The bleak, empty steppes stretch on seemingly forever, with virtually nothing for life to subsist on: open water is almost non-existent, and the vast undulating plains are covered in a grass which kills off all other plant life… along with any beast unwise enough to nibble at it. Even if a man could carry enough supplies to walk eastward for an entire year of his life, he would find nothing but desolate, lonely emptiness. Some have tried as much, risking blasphemy and a lonely death only to confirm what everybody already knew: the steppes are a bleak, soulless place. 
 
It is, however, only a matter of time before any natural barrier is conquered. Far to the east, the fanatical Tezcacali civilisation looked upon the same forsaken steppes, and through their nihilistic mindset, they saw something almost reverent in the sheer lifelessness of the wasteland. They believed it to be a vast gate into the underworld itself; whenever a person of prominence was on their deathbed, a sacrificial funeral procession would be selected to carry them as far as possible into the steppes, thus shortening their journey to the realm of death. Obviously, the entourage would perish alongside them, but the honour of being sacrificed was something to aspire for in Tezcacali culture.

Divine Emperor Xilotaca the Great unwittingly launched the expedition that would carry his dying body towards the western kingdoms. In his final months of life, an almighty funeral procession unlike anything ever seen began to take shape: tens of thousands of souls, from slaves to high priestesses, were to carry their lord deeper into the “underworld” than anyone had ever travelled before. When the time came to depart, the sacrificial Tezcacali expedition didn’t even bother to send explorers to precede them. For two whole years, a veritable army trudged through the featureless purgatory of the steppes, sustained by the colossal urns of water and grain they rolled over the grasslands. Even when their lord took his final rattling breath, the fierce insanity of the Tezcacali faith drove them ever deeper into the wastes, and unknowingly closer to the western kingdoms. The goddess of mischief must’ve been smiling on them, though, because the senseless mission did not end in its intended annihilation: with scarcely a week’s worth of supplies left, the desolate steppes finally fell away, and the Tezcacali outlanders took their first auspicious steps into the fertile western kingdom.

The Outlander Occupation:
In the west, news of an invasion from beyond the steppes was slow to gain credibility. The fault lies almost entirely with the infamous Sigvat Clan, who were already in a perpetual state of war with their neighbours: even as their defences were completely blindsided by an inconceivable assault from the east, their stubborn leader refused to put out a call for help, instead opting for a series of prideful (and catastrophically ill-considered) counterattacks that only hastened the collapse of his reign. Ironically, the first sign that anything was seriously amiss came almost seven whole years after the Tezcacali Outlanders arrived: the soldiers of Cartonis noticed it’d been a suspiciously long while since the last cattle raid from Estlynd, and warily dispatched scouts to investigate. They returned with muddled reports, speaking nonsense of hideous temples rising out of the Sigvat villages, and of feather-clad figures that turned them back. Still, even these bewildered ramblings were enough to put the neighbouring nations on notice.

What of the Tezcacali now, a full fifteen years after they first set foot in the western realm? Their continued presence gives rise to all manner of chilling tales: their twisted appetite for human sacrifice; nightmare scenarios of fierce, wide-eyed priests proselytizing the commonfolk en masse through the sheer intensity of their mad zeal; the pure ugliness of their foreign ways and the strange monoliths they take to building. However, for all this talk, there’s been relatively little action against them – nor any need for it. The Tezcacali haven’t ever been seen beyond Estlynd or Viestrom, and indeed seem genuinely content to occupy what lands they have rather than expand outwards. Every now and then, they leave a tokenistic gift along the border to acknowledge their neighbours, but otherwise the outlanders seem disinterested in any kind of interaction with the west at large – which frankly, makes them an improvement on the vanquished Sigvat Clan. There are even some who still believe the Tezcacali aren’t even real: after all, old beliefs die hard, and with nothing but tall tales to go on, there are those who dismiss them as ghost stories.

Their passivity may be coming to an end, though. Just as the rest of the realm finds itself in upheaval, the Tezcacali have foreseen a portent in the stars, and they believe a time of change is upon them. The gods must’ve had a divine purpose for bringing them through the steppes, and with the shifting of the heavens, they feel themselves called westward once again. Whether it be for peace or war… well, that will be decided by the will of mortals, not the stars.

Artworks:
Tezcacali Artwork

The Tezcacali are gifted engineers; here in the Nevonian forest, they lost little time in tearing down the native shrines and erecting foreign temples in their place.


Tezcacali infantryman. This one was lucky enough to retain his high-quality equipment from the procession across the steppes.


It’s relatively uncommon to see it in practice, but the Tezcacali have no outright prohibition on women becoming warriors. The ‘blocky’ design of her equipment is typical of newer, locally-made arms and armour. Stylistic etchings and coloured pigments are often used to disguise the otherwise crude appearance.


Human sacrifice is a recurring theme in their fierce religion, and can feature anything from evisceration on an altar to being thrown off a tower. Most victims are eager volunteers, but captured warriors are also afforded this ‘honour’ as a mark of respect.


It’s easy to forget that the “Outlander” nation is comprised mostly of the native commoners they converted. The uprising of proselytised peasants played a critical role in the success of the Tezcacali occupation; the fact it happened so quickly speaks volumes about how the common folk suffered under their former rulers, the Sigvat Clan.

 


Technologies:
-Knowledge
-Engineering


Aaaah, a nice Mesoamerican civ!  Approved.

Offline Ontan

Re: Kingdom Supremacy[Non-Con Human](rules Lite, Grand Strategy)
« Reply #20 on: December 24, 2017, 05:33:32 AM »

Aaaah, a nice Mesoamerican civ!  Approved.

Mesoamerican? Yes! Nice? ... Well, that’s yet to be determined.

It’s great to hear they’re approved  :-) There will be a character sheet to follow (obviously), and I might play around with the starting units and the faction artwork, but otherwise they’re fundamentally finished.

If anyone wanted to join this purely for the RP, I’d love to have some extra characters in the Tezcacali... but if you’re even remotely interested in the systems element, it’d probably more fun to found a faction of your own. The rules really aren’t so daunting when you come to grips with them, and speaking from experience, Jez is a fantastic GM who does everything he can to accomodate system newbies.

Offline JoanieSappho

Re: Kingdom Supremacy[Non-Con Human](rules Lite, Grand Strategy)
« Reply #21 on: December 24, 2017, 09:24:19 AM »
Oh, I haven't missed this? Hooray! You have my interest and I'll get a sheet up soon. ish. Probably.

Also, quick 'Joanie is tired and probably getting things wrong' thing: If I was to go for the Scientific Cultural trait, is that just two (valid) techs on top of the usual starting one, or two extra techs from the initial shortlist? (AKA, could I theoretically start off with Engineer>Algebra>Physics, or are the +2 techs taken only from the initial Alchemy/Architecture/Economics/Engineering options?)
« Last Edit: December 24, 2017, 10:36:03 AM by JoanieSappho »

Offline Remiel

Re: Kingdom Supremacy[Non-Con Human](rules Lite, Grand Strategy)
« Reply #22 on: December 24, 2017, 12:05:36 PM »
Are you still taking applications?  This looks like something I'd like to try.

Online JezabelleTopic starter

Re: Kingdom Supremacy[Non-Con Human](rules Lite, Grand Strategy)
« Reply #23 on: December 24, 2017, 06:57:06 PM »
Oh, I haven't missed this? Hooray! You have my interest and I'll get a sheet up soon. ish. Probably.

Also, quick 'Joanie is tired and probably getting things wrong' thing: If I was to go for the Scientific Cultural trait, is that just two (valid) techs on top of the usual starting one, or two extra techs from the initial shortlist? (AKA, could I theoretically start off with Engineer>Algebra>Physics, or are the +2 techs taken only from the initial Alchemy/Architecture/Economics/Engineering options?)

The former--so you can take a starting and then branch out to something.

Are you still taking applications?  This looks like something I'd like to try.

Certainly am  ;D

Offline JoanieSappho

Re: Kingdom Supremacy[Non-Con Human](rules Lite, Grand Strategy)
« Reply #24 on: December 25, 2017, 02:57:17 AM »
I'm not sure why, exactly, I wanted to go hardcore matriarchy with this (again), but I'm thinking I will.
 Picking Green for my people, and this is a WIP that I'll be fiddling with until I actually get it properly done. And think up names, because names are honestly the hardest part.
I was going to put some architectural images in with the artwork but I'm leaning quite heavily into medieval and Victorian Gothic for the general style and honestly that sort of architecture should wait until I actually have the Architecture tech, probably. Although, on the other hand, they are a bit ahead of the others in terms of tech, so idk.
Also, I know, a couple of the images need their resolutions tweaked. I'll get on that.


Coat of Arms:

Nation Name: Rivan Empire
Ruler: Valeria Basilia
Chancellor:  None yet
Cultural Trait:  Scientific (+2 Starting Techs)
Territory/Regions:  4
Development:  0
Food:  11 (8 territory, +3 farms)
Materiale (+Yearly Income):  4 (+10)              ( +4 from territory, +6 1 woods, 1 mine)
Gold (+Seasonal Income) (-Upkeep): ¤10 (+¤4) (-¤14)           
Max Trading Partners: 1
Trading Partners: N/A
Trade Power: 2 (+0 from Gold Mines) (+1 from Tech)                     (base 1 +1 from Algebra)
Upkeep:

Prestige:  4 (+0 Yearly: Art) (+0 Art Creation) (+4 Territory) (-0 from Dishonour)
Army Cap: 2 (+0 from Buildings) (+0 from Tech) (base 2)
Fleet Cap: 2 (+0 from Buildings) (+1 from Tech) (base 1)
Armies
Queensguard: 1 Cavalry, 4 Infantry (Upkeep 7¤)
Hinterguard: 1 Cavalry, 2 Infantry, 2 Peasants (Upkeep 5¤)
Fleets:
Royal Navy: 1 Ship (Upkeep 2¤)

National History: The women of the forests of Riva were always a bit odd, by the standards of other countries. Most obviously were their views on gender, quite different from the norm, but their slow, careful expansion into the surrounding lands was followed and supported by numerous technological advances that their neighbours lacked. Rather than use their current advantages to impose themselves directly on the surrounding people, the Rivans have instead concentrated on consolidating their position and continuing their technological advances. For the moment.

The Rivans don't, strictly speaking, consider men to be lesser, but their views do rather suggest that roles requiring leadership or intelligence are ones that belong to women instead. While there is a certain ingrained bias against the men who do manage to rise to high positions, those men are able to gain and maintain those positions.
Their slow, careful advance brought them gradually into the Neck and into the hills of Voland and finally onto the broad plains of Nordola, the locals already half-converted by the traders and missionaries of Riva's loose collection of goddesses even before the soldiers arrived.
Contact with their neighbours to the south and the raiding of pirates and, occasionally, Clansmen prompted a large increase in their standing military at the expense of any real naval development, ceding the sea to the Clansmen to concentrate on protecting their coasts.
While the College of Riva continues to work on concepts beyond those around them, their more martial sisters have started to look on the nearby lands with interest. The world is changing and, well, the Rivans are the ones best suited to guide and shape those changes.

Artworks:
Spoiler: Click to Show/Hide

Armoured Hinterguard Infantry


Armoured Queensguard Infantry


Armoured Hinterguard Cavalry


High Queen's Palace and surrounding city

Technologies:
Knowledge (K)
Engineering
Algebra
Physics





Avatar:
Name: Valeria Basilia
Gender: Female
Sexuality (IC): Lesbian
Acceptable Encounters (OOC): Gay is permissible. Non-Con is always permissible (including straight non-con).
Physical Description:
While not as tall or rugged as the women of the Clans, the women of Riva do tend to be a little bit taller than other women of the mainland.
Despite this, Valeria is quite tiny, easily a head smaller than the guardswomen who typically accompany her. Her features are delicate and pale, quite clearly those of a woman who grew up ina apalace and the few calluses on her hands are more from the pen than the sword.
While, physically speaking, no threat whatsoever, her eyes betray her true strength, the gray gaze calm, confident and collected. Always alert, perceptive and more than just a bit calculating, Valeria is a woman who knows that while she lacks much in the way of direct strength, the right lever in the right place can accomplish far more than any primitive, direct approach, and her mind is constantly seeking those levers, both literally and metaphorically.

Personal History:
High Queen Valeria Basilia, Mother of the Empire and ruler of the four realms was groomed for her position since she was able to sit up and listen to her tutors. While she, along with her older brother and younger sisters was, of course, taught how to defend herself and the basics of military tactics, the bulk of her comprehensive education was focused on the matters more suited to a Queen's attention, at least as the Rivans see such matters.
Diplomacy, languages, enough scientific, logistical and mathematical knowledge to at least understand what her more technically-orientated advisors are talking about and the basics of land warfare were common subjects during her youth, along with a few pointed reminders that the guardswomen were there for guarding her, not being flirted at, even if a few of them responded quite enthusiastically.

After several years managing Bordola competently, the Queen Mother, starting to feel her age and secure in the belief that her daughter had shown enough competence, abdicated the throne to spend the remainder of her life in comfort, offering advice while the new, younger Queen settled into her role.
Her own personal tastes were, while somewhat unusual, not a cause for too much conversation or censure. As High Queen, as one of the earliest queens had famously said, she had no needd for children, not when she had Riva. Her country and her people were her children and, like any good mother, she would protect, guide and nurture them until she was no longer able to.
Her line would, instead, be carried on by her sisters while she devoted herself wholly to Riva.

After five years of rule, she found her attention turned to the outside world. Vague news from the lands of the former Sigvat Clan had been trickling in for a decade before her ascension to the throne, but there were slowly growing signs that something was likely to happen, although her people were still rather unused to dealing with the rumours and what few observations they could make of the new rulers there.
In better news, at least to Valeria, the Clans now had a ruling queen of their own and were thus starting to look like an actual proper nation. Not to mention, she had to admit that she was personally impressed by just how Queen Anteia had forced the Clansmen elders down into their proper places and taken charge.
Whatever came, Valeria was certain that Riva would continue to advance, regardless of what obstacles placed themselves in her way.


Nationality: Rivan
Trait:  General

Warfare: ⭐
Civics: ⭐⭐⭐
Lore: ⭐⭐⭐

Growth Stars:  ⭐⭐⭐ (you use these after S4 to increase stats each year)

Inventory:  -=Lucky=- Charm [Tapped 0/2]
« Last Edit: December 25, 2017, 05:53:50 AM by JoanieSappho »