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  1. - Top - End - #1
    Bugbear in the Playground
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    Default Total War - Falling Kingdom

    The Kingdom of Rish stands at a crossroads. It has been through decades of peace, but with the Kings mind gone and many claims on the throne after his death, his insane life is all that holds the kingdom together. He will not live forever though, and you, as a Noble Family in the realm, must find a way to survive and preferably thrive through the tumultuous times ahead.

    Ancient History
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    The large libraries of the universities hold many tales on the creation of the world, most races had their own belief. What is common among them is that ages past there was a massive war between creatures that could wield magic as easy as they could walk. Whether they were the magic or if magic is naturally in the world has been debated, but nothing has been able to learn the magical arts like the precursor creatures. It was said they would rather enchant their shoes to tie themselves then bend over.

    In the end, the creatures either died out or left the world, leaving behind countless magical artifacts which still work to this day. While any creature is able to use magic, the psychic toll it takes has left the magical arts to mainly a discussion topic and only for those with extreme wealth or high intelligence.



    Geography and recent History
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    The world is split into three continents. The prominent one is Matara, which is over double the size of the other two combined. It usually has many kingdoms changing hands, rising, and falling all the time. It is a continent in constant turmoil and strife. There is always fights and wars taking place, and money to be made in Matara. Second is size is Hismin, a desert and mountainous continent home of the Hismin Guilds. They say there used to be war on Hismin, but once cities were developed it quickly became near impossible to take another city by force. The harsh landscape and mountains made marching an army a deadly affair, and cities quickly fortified the water sources inside the cities. Instead the land is one of relative peace, where the guilds maneuver around each other for power. One of their favorite pastimes is getting involved in Matara, backing different lords then reaping the benefits should their pawn win their war. Hismin is mainly made up of dwaves and Gnomes, who endure the harsh landscape better than other races.

    The third continent and smallest is Terpin, which has been completely ruled by the kingdom of Rish. The continent is small enough where one king can rule the land, and small enough that the Hismin Guilds take little notice. If one area on the world is to be peaceful, it is Rish. Rish does have wars periodically, the last being 60 years ago during the last succession wars. The King at the time was King Gallius Merell the Third who had three children. His oldest was a boy named Gallius Merell the Forth, a daughter Named Sellina Merell, and his youngest a boy named Pintous Merell. His eldest son Gallious was to be the next king, but the Senior Gallious was murdered while only his older son was in his room. For his part the older brother said he was asleep, both he and his father had drank heavily and were unconscious, but his younger brother did not believe him. The war started up quickly with the Gallious getting support in the West and Pintous in the North. Sellina fled to a few neutral cities in the South. After a few months the war was in a stalemate, and things continued in this way for 2 years.

    At that time a large mercenary force arrived in the South under Sellena, as she had gotten the backing of many of the Hismin Guilds. The majority of the realm severely disliked the Guilds and distrusted them, but after two long years of bloody civil war they did not have the strength left to fight the invasion. While unable to make amends with each other, the brothers Gallius and Pintous decided to have a duel to the death for the crown, The survivor would then lead the combined army of the country against the invaders. The duel was held away from prying eyes, and the younger Pintous was the survivor. Afterward he was able to lead the country to repel the invaders, and then had his sister hung for treason. 10 years later it was discovered that Pintous didn't win his duel unscathed, and suffered an injury that stopped him from having children.

    Rish is mainly made up of humans, although other races do roam the country. Some have even become parts of the noble houses, although with the country being mainly human getting higher than that is very difficult. Rish is divided into three regions: The Coin, The Expanse, and The Highlands.

    The Coin makes up much of the southern part of the kingdom. Since that is the easiest route to get to the other continents the region is more wealthy, educated, and diverse than the other regions. It also has large problems with organized crime and foreign influence. The Hismin guilds have been working for ages to get a foothold in the area

    The Highlands are the industrial center of the country, starting along the Terpin mountains and extending north. There are many unique resources in the regions mountains and it contains a partially active volcano that has destroyed the surrounding area on a few occasions.

    The Expanse is the largest region and contains most of the west of the country. It has a lot of farmland and is a very peaceful. It also contains the majority of the populace of Rish and produces an excess of food and lumber for the rest of the country and exports.


    Current Affairs
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    60 years after the Succession war, the kingdom is again in a nervous place. King Pintous Merell has slowly been losing his mind. This is best explained through his appointing of Heirs to the Throne. About five years ago he appointed his first, the young brash swordsman Hector Ramma. Hector was the squire of Sir Noland Bralion, who was King Pintous' squire during the succession war and is now the general of the Grand Army. Hector is also the middle son of the Ramma family who are is lead by the Duke of the Highlands, Marka Ramma. His appointment didn't last long, as five days later the King said an infant he saw at church was to be the next king. Unfortunately the child quickly went missing. For the next 3 years he would appoint someone to Heir on a weekly basis, usually for no other reason than the individual made him smile. They would also go missing a few days later.

    3 Years ago King Pintous appointed his last human heir, his chancellor Ludda Kalro. Ludda has heavy ties with the southern isles of the kingdom and is married into the Vera family who is lead by the Duke of the Coin, Bren Vera. Since then the King has been appointing animals to heir, usually monthly. He had a squirrel appointed for a while, and now a pony named sunshine. The last person with a semi legitimate claim is Lord Rickard Merell. He is the Kings second cousin, and up until the king appointed his first heir he was the one set to inherit the throne. The Merell family is still the Dukes of the Expanse and considered the rightful heirs to those who think King Pintous has been mad since his first appointment years ago.


    Rish Map: https://drive.google.com/file/d/0B-D...ew?usp=sharing

    Cities of Rish
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    Easthaven - This is the capitol city and does not belong to any of the three regions. It is ruled over by King Pintous Merell, and is dominated not by the castle, but by the fairgrounds where the King hosts tournaments every few years.

    Highlands
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    Darnon - The capitol of the Highlands, and ruled by the Ramma family. They oversee the largest farms outside of the Expanse and feed a large portion of the Highlands. The Ramma family is known for its bravado and swordsmanship, regularly holding and winning tournaments around the realm

    Hwen - Rauga, sean_hyer

    Croyden - Audovacar ,Ascaloth

    Ozyrn -

    Ashtop - Pyroth, cybric

    Mirfield -

    Rachdale -

    Tarrin - Darnakar, Warmatt


    Coin
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    Alnwick - The capitol of the coin and ruled over by the Vera family. Most would think the capitol of the Coin would be the richest city, but outside the capitol it is a more industrious city. What makes it the capitol is it's ship produciton, which can build more ships than any other city. It is the coin's reliance on ships that gives Alnwick it's power.

    Fallholt - Drakkainen, Pol Detson

    Azmar - Ventus, Mortenkam

    Varitas -

    Wanborne -

    Panshaw -

    Rutherglen -

    Longdale - ,Grim ranger



    Expanse
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    Hampstead - The capitol of the Expanse and ruled by the Merell family. They have a very distanced relationship with the king, and see the appointments to heir as an affront on their ability. The Expanse has the largest army of the kingdom, and the Merell family make sure that fact is well known

    Merkwell -

    Wigston -Aust, ForzaFiori

    Grasmere -Hildebrant, Dienekes

    Sherfield -Avril, Durmatagno

    Dunwich - ,SurlySeraph

    Dewhurst - Muller ,ArcaneStomper

    Stanlow -

    Last edited by HerbieRAI; 2016-10-19 at 09:29 PM.

  2. - Top - End - #2
    Bugbear in the Playground
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    Default Re: Total War - Falling Kingdom

    How to Play

    Total war is a semi-free form game where the players represent and control different groups trying to gain power. In this game, each player will be a different feudal family, trying to gain allies, castles, and higher rank. The game takes place in turns, where the players discuss and plot with and against each other and the NPC families. At the end of the turn each player submits an "End of Turn Report" or EOT for the GM to process the results. Once the results are returned to the players the next turn starts. There will be 20 turns in the game, or until one player is deemed to powerful to fall by the GM.



    There are 5 stats for each faction. Any stat can be used in any action during an EOT, but each stat is better at specific tasks. In your EOT you state what actions you are attempting to accomplish and the stats you are using to accomplish those goals. The Stats are:
    Spoiler
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    MILITARY - Your fighting forces, good at forcing your will and destroying your enemies.
    ESPIONAGE - Your agents at home and abroad. Helps you find out what others are doing, hiding your actions, and spreading miss-information
    ECONOMY - Your financial income, also represents peasant labor and other businesses. Good at growing your faction and buying unique items and traits
    HONOR - How honorable the world sees your faction. The more honor the more trustworthy. Good at influencing other factions/ common people
    FAMILY - How large your family is. used for PMs, territory limits.


    Feudal System
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    The highest ruler of the land is the king, what he says go. Underneath him are the Dukes, which oversee different territories the King rules. The King is considered a Duke of some land, so some Lords are overseen by the King. Underneath the Dukes are the Lords, who rule the castles and land and administer the Kings will.

    Family is used to determine how much you can rule, although through using Dukes a player with 1 family can still be king. It takes 1 family to rule over a castle as a Lord. As a Duke, 1 family can oversee up to 5 other Families (which in turn can rule over a number of castles each), or rule a castle as Lord. As King, 1 family can oversee 4 Dukes, can oversee 5 lords as a Duke, or oversee a castle as a Lord. A family can only oversee a city as one of the leadership roles, so you cannot be a Lord and Duke of a city.

    Only a King can declare a family a Duke, and although anyone can declare themselves King, anyone who does so should expect a significant military force to test that declaration.

    While family is used for determining how much land you can rule, ruling does not require using family in an EOT. It is assumed a family member can hold a PM and rule in a turn, or go on a quest and rule during a turn.

    King - Highest ruler of the land, gets +1 stat cap per 2 Lord territory it's Wardens oversee
    Warden - Second highest ruler. Gets +1 stat cap per Lord territory they oversee
    Lord - Lowest ruler of the land, Gets +4 stat cap per castle they rule.
    Un-landed - Rules no land, has a Stat cap of 12



    Communication
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    There are three types of communication between the players and NPCs. A public post can be made IC so all players can see.

    Example:

    Lord Vernan would like the country to know that these allegations are only lies by his enemies.


    Another method is a PM, which uses 1 family from each player involved for the turn but cannot be read by other players or NPCs. You can put the messages in spoilers or through non posting means (Private message, some instant messenger service, ect)
    Lord Vernan to The Cartesian Family (PM)
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    I would like to hire some of your agents. Someone is spreading lies about me and I must get vengeance on them.


    Lastly, you can send a message to another player. On these, display your honor, because if another faction has Espionage higher than your Honor they can read the message.

    Lord Vernan to the Cartesian Family (HON 4)
    Spoiler
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    I would like to hire some of your agents. Someone is spreading lies about me and I must get vengeance on them.





    Other Information
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    Quests

    Every turn there will be quests the players can go on that will give the players rewards that would be otherwise hard to obtain. Since quests require some RP, stat usage during EOT, and decisions from the players. The difficulty and outcome will be determined by the decisions the player(s) make and how many stats they put in. The outcome be determined during the EOT. Players are able to back out of quests if they have the contingency in their EOT.

    Sieges

    Castles in Rish are small. They can only protect up to 10 stat points during an invasion. Any stats fortified are not defending the town, so a player can control a city (and the stat cap) without controlling the castle as long as it the castle is under siege. Every turn of siege, the defending player will lose 2 stats that are held up in the castle. If someone wishes to storm a castle, the defenders will get a defensive bonus.

    0 stat

    Having 0 in a stat is very bad for any faction, as having a 0 will cause other stats to start decreasing as well. 0 MIL and you'll have bandits raid your forces, 0 ESP and thieves will be running amok, 0 ECON and people will leave for better territory, 0 HONOR and people will run from the tyrant, and if you have 0 family you are out of the game.

    Underling Betrayal
    If a Warden or Lord betrays the family over them, the family over them loses those stats immediately. In this situation the faction losing the stats gets to decide what is lost.


    Example EOT
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    Lord Vernan EOT Turn 2
    Stats:
    MIL - 3
    ESP - 1
    ECON - 2
    HON - 4
    FAM - 4

    1 FAM - used in a PM with the Cartesian Family

    3 MIL, 1 ESP, 2 HON, 1 FAM, help from the Cartesian Family - find out who has been spreading the lies, and challenge them to a Duel of Honor. If they refuse we will attack them anyway and spread news of their cowardace.

    2 ECON, 2 FAM, 2 HON - Will be going on the Quest to stop the Blood Feud.


    Family Creation
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    To create a Family, look at the map and find a city that isn't already taken, then fill out the information below

    Family Name:
    Head of the Family:
    City:
    Castle: (castles are right outside the city, and are not named on the map. If blank they will be "Castle [city name]" by default
    Family Information: Include things that give your family character like history, goals, crest, motto, ect.

    Stats (you spend 14 points any way you wish. All stats must be at least 1)
    MIL -
    ESP -
    ECON -
    HON -
    FAM -
    Last edited by HerbieRAI; 2016-10-04 at 06:38 PM.

  3. - Top - End - #3
    Barbarian in the Playground
     
    OldWizardGuy

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    Default Re: Total War - Falling Kingdom

    Tarrin shall be home to the Darnakar, who do not hold with this magic nonsense, considering a relic of the past. Useful, but look where the last folk to depend on it ended up.


    Will have the write up soon.

    Family Name; Darnakar
    Head of Family; Malgrim Darnakar
    City; Tarrin
    Castle; The Iron Vault

    Family Crest; An Iron Book with Golden Gear
    Motto; Things Change, We Endure

    Family History

    The Darnakar family is an old one, having existing in the general area of Tarrin since before their records begin, and they are noted for their almost compulsive note taking, making sure to keep a record of all transactions, conversations, business deals and other agreements, as well as general day to day affairs. The greatest bulk of this writing however, never leaves the vaults under their family home.

    The main claims to fame that the Darnakar family has is a tendency for neutrality, following agreements and fulfilling their contracts, a strange mixture of political conservatism and technological progressivism, and their almost total distain and distrust of magic. In part, this comes from the fact that they have amassed their wealth through hard work and industry, and have long maintained the position that the precursor races had a great deal of magic. They do not argue that point. However, they say, look what happened to them. There are no sure details of that period, however the clues that can be pieced together, as well as some of the darker relics, paint a clear picture in their mind.

    Still, they have worked hard to compensate for the lack of mystical ability they willingly embrace, instead seeking new technological solutions, always on the look for mundane advances. A part of this, is that the psychic strain is not an issue for the more mundane processes, and is thus more widely available.

    The family itself is small, but has a few distinct traits. While their blood is watered down, on average a Darnakar is closer to six foot tall then not, has a greyish cast to their skin, their eyes, teeth and fingernails get more metallic looking as they age, and they are known for their robust physical health and lifespans, with members reaching a hundred and fifty not being an uncommon event. They claim descent from Iron Trolls, a now extinct race, though they do not fully advertise the fact.

    Goals; The goals of the Darnakar are much the same as they have always been. To manage what they have, and to endure. In addition, they seek the advancement of their technological abilities, which is almost entirely motivated by their desire for knowledge for knowledge's sake.

    MIL - 2 The family keeps a number of defensive forces, but historically only takes aggressive action when there is no other option presented to them... and even then they will take some time for deliberations.
    ESP - 2 While they do keep a small network of informants in place, they tend to be more concerned with catching thieves and preventing espionage then committing it.
    ECON - 6 They are a family that has done well, keeping out of conflicts, and seeking only market and resource expansion instead of conquest.
    HON - 2 They take their contracts and agreements seriously, but are not known to be paragons of honor.... including at times almost chilling ruthless pragmatism.
    FAM - 2 Their numbers have never been high, in part due to not wanting to dilute their bloodline, which they justify to their being some advantages. They avoid close incest however.
    Last edited by Warmatt; 2016-10-05 at 09:37 AM.
    Summer Job has started, and eats a lot of time, particularly on weekends. Replies my be delayed.

  4. - Top - End - #4
    Ogre in the Playground
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    Default Re: Total War - Falling Kingdom

    Dibs on Croyden. Faction to come.
    Total War Factions
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    Avatar Credit: Kymme

  5. - Top - End - #5
    Barbarian in the Playground
     
    Pol Detson's Avatar

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    Default Re: Total War - Falling Kingdom

    Interest. Dibs on Fallholt. Reclusive family holding to old magical tradition.

    Work in progress:

    Family Name: Drakkainen
    Head of the Family: Alvin Drakkainen
    City: Fallholt
    Castle: Dragon Tower.
    Family Information:
    Crest:


    Motto: As wise as dragons and as patient as sea.

    Drakkainen family is one of the oldest bloodlines in the Kingdom and if you ask them - an oldest in the world. They do insist that blood in their veins is not only blue, but also carries heritage of dragons. Drakkainen are paramount mages in the Kingdom of Rish.

    The recorded beginnings are more humble: when Unbroken Circle, a group of loosely associated wizards who shared interest in public good and study of beneficial magic, wasn’t busy trying to teach common sense to the lordlings or bailing questing knights of out of their various difficulties, they could be found at the Fallholt, far from mainland, where they could concentrate on magical work undisturbed by the wars and intrigues that occupied so much of public life. The business of a wizard is wizardry. In time, the Circle become more like family, and the most prominent line -the Drakkainen bloodline - become formally recognized as Fallholt' heredity lords.

    Stats:
    MIL - 2 - Fallholt' militia and small fleet is able to take care of all pirates, but have a little cabability to project power onto the mainland.
    ESP - 7 - mysterious powers of Drakkainen are subtle and insidious. It is said that they can summon the dead and interrogate them for secred, that the wind could carry words from them and to them around the kingdom, that they can see in the past, present and future, charm the most trusted servant to poison his master and walk through wall to help themselves to the mad' king treasures. They deny all of it, of course.
    ECON - 1 - the Fallholt is far from centres of commerce and has little of natural wealth. The only craft of note is ship-building.
    HON - 2 - The family is close knit, but don't have influence. The superstitious masses don't love them and distant royal court tend to misplace official invitations with suspicious frequency.
    FAM - 2 - there are perhaps dozen of living Drakkainen' nobles. They marry surprisingly late in life and have few children.
    Last edited by Pol Detson; 2016-10-06 at 02:56 PM.
    DM: Swordpoints, Storms and Stars IC | OOC

  6. - Top - End - #6
    Dwarf in the Playground
     
    MonkGuy

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    Default Re: Total War - Falling Kingdom

    I find this very interesting. When do you think the game will start? I am going on a trip soon, until the 18 October, so I do not how much time, I will have to post.

    I hope I made this family correct.

    Family Name: Ventus
    Head of the Family: Lord Martin Ventus
    City: Azmar
    Castle: Seaguard
    Motto: As strong as the storm, as fast as the wind.
    Family history:
    The Ventus family is a rather new noble family. It was funded after the civil war by a loyal knight of the king, who was rewarded with the lordship of Azmar, after the knight’s paramount role in conquering the selfsame city from a rebellious family. That knight was the grandfather to Lord Martin.

    The Ventus family has ever since been suspicion of foreigners, and is always on the lookout for any new attempts of invasion, even if it is through a puppet like Sellina Merell. Most of the time, that just means that they try to catch any smugglers or pirates, that dares to enter their waters.

    The Ventus Family’s wariness of foreigners has not stopped from dealing with them though, since the family recognizes the profitability of trade.

    Stats:
    MIL – 5 The Ventus family has a big fleet, they use to patrol the waters around Azmar.
    ESP – 2 They have agents in different cities, which they mostly use to track smugglers.
    ECON – 3 A lot of trade ships sails past Azmar, so naturally the Ventus family earns a some money through trade and tolls.
    HON – 2 The Ventus has made itself known for honorable behavior, but because of it’s a rather young family, many thinks that its honor is untested.
    FAM – 2 The Ventus is not a family that suffers of infertility, but it has not a long bloodline to draw its members from.
    Last edited by Mortenkam; 2016-10-05 at 01:20 PM.

  7. - Top - End - #7
    Bugbear in the Playground
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    Default Re: Total War - Falling Kingdom

    While we might start by the 18th, we will just be starting the first turn, so no worries about the trip.

  8. - Top - End - #8
    Dwarf in the Playground
     
    MonkGuy

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    Default Re: Total War - Falling Kingdom

    Thanks, that sounds good. I am looking forward to participating.

  9. - Top - End - #9
    Ogre in the Playground
     
    NecromancerGuy

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    Default Re: Total War - Falling Kingdom

    Dibs on ashtop

    I'll have a faction write up shortly

    Family: Pyroth
    City: Ashtop
    Castle: Emberspire
    Motto: "Fire Forged"

    History:
    House Pyroth is a older house that settled the castle of Emberspire long ago.

    The castle is build directly into the near by volcano using earth magic that allowed the castle to be carved directly from the stone of the mountain with exacting details. The people of Ashtop have developed Ebon skin the color of Obsidian and glowing red eyes as crimson as the magma of the nearby volcano. The speak of it as their reward for enduring the harsh lands of Ashtop marking them as "Fire Forged"

    The people of Ashtop are very self reliant given their relative isolation from the rest of the land by the mountains that surround them. They value pragmatism, loyalty, and self reliance above all. The people of Ashtop can be slow to decide the best course of action however once they decide upon the course they will take they rarely change their minds. They can endure much but are stubborn.

    Since they must produce most of their own goods the culture of Ashtop produces exceptional artisans and blacksmiths. The grandest and largest forge of them all is "The Maelstrom" located in Emberspire and draws heat directly from the Volcano itself. There the greatest blacksmiths in the land produce armor, weapons, and other devices.

    Spoiler
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    I imagine the cities inside looking kind of like Orzammar from Dragon Age.
    http://dragonage.wikia.com/wiki/Orzammar


    The wizards of Ashtop specialize in earth and fire magic that allows them to protect their settlements during times when the volcano explodes however the most used magic in Ashtop is alchemy. Large sums are paid for enchanted weapons and armor that Ashtops produces which is where much of their wealth comes from. The knights of Ashtop are some of the most well equipped and enchanted in the land allowing their smaller military force to present a formidable opponent.

    The house sided with the King in the most recent civil war. During his time in the north he would stay at emberspire to plan the next stage of the war or to rest as the stalemate with the pretender drew on. During the civil war Emberspire equiped the true kings army and several of their alchemic knights acted as advisors and body guards to the kings supporters.



    Stats

    Mil:4 - House Pyroth has a standing army of soldiers and support however their miltary strength lies in their knights. Equiped with the best armors and armor that the forge lords can create they form the bulk of the military might of Ashtop with a relatively small but elite fighting force
    Esp:2 - While House Pyroth does pay attention to other houses they're spy network is still growing after being severely decimated during the civil war.
    Econ:4 - House Pyroth produces some of the best arms and armor in the land. Their forges work tirelessly producing for other houses and for themselves. Their proximimity to the near by volcano lets their forges produce at much higher temperatures and to refine metals much more thoroughly as well as offer a wider variety of metals that can be mined. Houses pay great amounts for the work that Ashtop produces.
    Hon:2 - House Pyroth is loyal yet they look out for thier own interests.
    Fam:2 - House Pyroth has several children. They all possess the ebon skin and glowing red eyes that all those from Ashtop possess.
    Last edited by cybric; 2016-10-15 at 12:12 AM.

  10. - Top - End - #10
    Barbarian in the Playground
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    Default Re: Total War - Falling Kingdom

    I'm not totally clear on the feudal rules. I assume the only Dukes at the start of the game are those three NPC families, so unless somebody crowns themselves king, we're all Lords, and limited to one city per point of Family? Do we start the game in fealty to the Duke of our region, and provide them stats?

  11. - Top - End - #11
    Ettin in the Playground
     
    Grim ranger's Avatar

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    Default Re: Total War - Falling Kingdom

    Calling dibs on Longdale. Family to come bit later

  12. - Top - End - #12
    Troll in the Playground
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    Default Re: Total War - Falling Kingdom

    The feudal system seems a bit too lean to me. It is slightly better to be a duke than a lord, but not by much. And there aren't enough cities on the map for more than a handful of dukes to exist.

    Anyway it still looks interesting. I'll get a family up tomorrow.

  13. - Top - End - #13
    Bugbear in the Playground
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    Default Re: Total War - Falling Kingdom

    Quote Originally Posted by Cognimancer View Post
    I'm not totally clear on the feudal rules. I assume the only Dukes at the start of the game are those three NPC families, so unless somebody crowns themselves king, we're all Lords, and limited to one city per point of Family? Do we start the game in fealty to the Duke of our region, and provide them stats?
    Yes, you all start out as lords in fealty to the Duke in your region with one city, and increase the Duke's stat cap.

    Quote Originally Posted by ArcaneStomper View Post
    The feudal system seems a bit too lean to me. It is slightly better to be a duke than a lord, but not by much. And there aren't enough cities on the map for more than a handful of dukes to exist.
    That's partly design. I didn't want whoever becomes a Duke first to skyrocket ahead of everyone else, and I didn't want everyone able to become a Duke.

  14. - Top - End - #14
    Ettin in the Playground
     
    SurlySeraph's Avatar

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    Default Re: Total War - Falling Kingdom

    Dibs on Dunwich!
    Quote Originally Posted by Thespianus View Post
    I fail to see how "No, that guy is too fat to be hurt by your fire" would make sense.

  15. - Top - End - #15
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    Family Name: Aust
    Head of the Family: Thomas IV Aust
    City: Wigston
    Castle: Stonehaven
    Family Information:
    - History: The Aust family has lived in and around Wigston since its founding, and was one of the earliest noble families in Rish, even holding the Dukedom of Expanse at one point, under their current lords ancestor, Morrell Aust II. However, poor ruling by his son caused the king to take the title back and grant it to the lords of Hampstead once again. Since then, the Aust have been loyal to the new dukes, though they have never forgotten what they once had. The Aust have also always seem to be been blessed with large families, and have traditionally used these to create ties of both blood and marriage to other lords and dukes, and even at times the Kings of Rish. In recent years however, many of these ties have been broken - a trend that Thomas IV seeks to rectify.
    - Crest: three golden stalks of wheat on a field of red.
    - Motto: Bella gerant alii, tu felix Aust nube!

    Stats (you spend 14 points any way you wish. All stats must be at least 1)
    MIL - 2 - War is not generally the way the house of Aust seeks to fix it's problems, and so they maintain a small, though well trained, military.
    ESP - 2 - While they do retain spies and other espionage agents, most of their information comes from their family members who are in places of power.
    ECON -3 - Being a lord in the Expanse has its perks, and in the case of the house of Aust, it is some of the best land for wheat in the nation. Being a major supplier of food has kept them in good money for centuries.
    HON - 3 - The family is not known as a warmonger, or one who spies, and has traditionally had close ties to the kings and dukes of the land, giving them good standing in the eyes of the people.
    FAM - 4 - Thomas IV has 3 children - his son Charles III Aust, and his daughters, Melinda and Brittany Aust.
    Avatar by Lycunadari

    Go Tigers!

  16. - Top - End - #16
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    Default Re: Total War - Falling Kingdom

    So, I've never played a Total War game before, but I have wanted to for awhile.

    Family Name: Hildebrant
    Head of the Family: Ulfar Hildebrant
    City: Grasmere
    Castle: Brantstan
    Motto: Though the wolves surround us
    Crest: Red back with a black stripe down the middle. A castle wall with a sword hanging over the top.
    Family Information:

    Back when Terpin was first conquered by one ruler, house Hildebrant stood at their king's side. And when the king divided his new lands among his most loyal knights, the great Bors Hildebrant declared he would live wherever beast still roam, where the enemies of the king's peace still believed they could move unimpeded. And through his might, and the strength and loyalty of his sons he would defend his territory, and spread the king's peace. At least, that's what the sons of Hildebrant have been raised to believe. That their first duty was to their lord, and to taming their wild land.

    Among other houses, stories of the ancient members of house Hildebrant military prowess and virtue are commonplace, but also are there whispers of dark pacts with the very monsters that roam their land. That the legendary Bors was truly a giant in disguise, who ate the bodies of those he defeated. Or that to bring peace to their territory, the Hildebrant married a monstrous ogress, and now everyone in the house has their tainted blood, explaining their large stature and foul complexion. Fortunately, such rumors have died down in recent generations, but even then the house was not without their scandals.

    During the Succession War, Ulric Hildebrant fought for Pintous. Yet, when Sellina invaded, Ulric betrayed his king to aid the princess. Ultimately, it was Ulric's own sons who proved his betrayal to Pintous and executed their own father. Tainting the once prized honor of the Hildebrant house. Since then, the lords of Grasmere have taken great pains to prove their loyalty to Pintous. Culminating in the current lord, Ulfar, who has tirelessly in his goal to regrow his houses reputation for honor.


    Stats
    MIL - 6 Part of the territory with the strongest army, and keeping defenses high and his people protected has always been a goal of the Hildebrant house.
    ESP - 1 Ulfar has always found this aspect of rule distasteful and has not focused into creating a spy network
    ECON - 2 Grasmere is landlocked and near mountains making trade difficult. The unruly nature of the surrounding territory has also hampered their economic growth
    HON - 3 The Hildebrant house has some rough spots in their history, but Ulfar himself has attempted to live honorably.
    FAM - 2 Hildebrant was never the largest house, but Ulfar once had 8 children. Of which 7 have died through war, disease, and accidents. His only remaining aid to run his family affairs is a young son, clever, but not strong enough to be a great warrior like his father.
    Last edited by Dienekes; 2016-10-17 at 08:36 PM.

  17. - Top - End - #17
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    AssassinGuy

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    Default Re: Total War - Falling Kingdom

    I've never played a total war game before. But no time like the present, right?
    Crusader Kings has prepared me well for this ^^

    I'll take Hwen for an honorable northern family. So what if the king is mad? He is still our king.

    Anyone interested in a marriage alliance?

    Family Name - Rauga
    Head of Family - Lord Dorast Rauga
    City - Hwen
    Castle - Castle Eventide

    Family Crest - The sun setting into the sea, with a tree on either side.
    Motto - 'Die with Honor'

    Family History -
    In the last war, House Rauga sided with their Duke, and King Pintous, against the murdering false king. Lord Dorast's grandfather died in battle against the pretender, and his father fell throwing the puppet queen back into the sea, leaving him on the throne as a young boy.

    Family Details -
    "...Far better is the hero's death...
    Than life.. when courage fails..."


    House Rauga is an old house, and proud, though she has never been powerful. Traditionally, the eldest son inherits the land and titles, and it is up to the rest to make names for themselves. With the land in a state of peace as usually is, this typically means sailing for Matara in search of fame, wealth and glory. All too often, these wayward sons do not return.

    Secluded on a peninsula as Hwen is, it has remained almost untouched by war - though its men have died in enough of them. The city, and land, remain pristine and peaceful, while armies march and fight over the rest of the continent.

    Family Members -
    Lord Dorast exemplifies the traits of his house. Reckless courage and absolute self-confidence (despite his age)... and unflinching, unbending loyalty.
    Sir Andar, his eldest son, is much like him, and has been groomed to take his place.
    Sir Adaon, his youngest, served as an officer in a mercenary company in Matara, but has returned home after being crippled in battle.

    MIL - 4 - The people of Hwen, much like their lieges, are an honorable and dauntless lot. The armies and fleets of House Rauga never lack for men.
    ESP - 1 - What few spies the county has are focused entirely inwards, as some small safeguard against treachery.
    ECON - 2 - Hwen controls enough farms that it need not import food to feed its people, and enough forests to build it's fleet, but little else of worth.
    HON - 5 - What is honor? If honor is loyalty - to their duke, to their king, to their people - then House Rauga has it in spades. And they are beloved for it.
    FAM - 2 - House Rauga remains small, mostly due to her sons' tendencies towards wanderlust and reckless courage.
    Last edited by sean_hyer; 2016-10-13 at 05:01 AM.
    Quote Originally Posted by Vixsor Lumin
    ..... that was the coolest way I've ever seen some one ask for permission to betray everything.

  18. - Top - End - #18
    Troll in the Playground
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    Default Re: Total War - Falling Kingdom

    I lay claim to Dewhurst.

  19. - Top - End - #19
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    OldWizardGuy

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    Post Re: Total War - Falling Kingdom

    The Darnakar do not use marriage alliances, as to avoid diluting the trolls blood further. We may consider however, though as always, you are free to send us a business proposal, that we may overlook and review. We shall be taking a neutral stance on the current events, as kingdoms and empires come and go, as do kings, and yet, the land and people endure.

    And really, all rulers are the same in the end.
    Summer Job has started, and eats a lot of time, particularly on weekends. Replies my be delayed.

  20. - Top - End - #20
    Bugbear in the Playground
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    Default Re: Total War - Falling Kingdom

    Family Name: Avril
    Head of the Family: Lord Corwyn Avril
    City: Sherfield
    Castle: Water Lilly
    Family Information: Include things that give your family character like history, goals, crest, motto, ect.

    Motto - "Be a rose to others, wanting a delicate touch as to avoid your thorns.:

    Crest - Two intertwining roses with many thorns, when colored one is red, and the other white.

    Shrouded in mystery, Avril has been around as long as Sherfield itself. It's only under Corwyn that they've become a well known name, as the power of the city exploded as it's economy grew, and with it, word of the strange house of Avril. Another rumor spread with it, of a celibate member of the family that takes on a mantle called the "Thorn Guardian" who commands the forces of the house. Other than that, not much is widely known of Avril, other than that they are old, and the seem to place the people of a land as more valuable than it's raw resources, even their end goals aren't known in the city proper.

    Stats (you spend 14 points any way you wish. All stats must be at least 1)
    MIL - 3 - While no stranger to war, the Avril family has always preferred simple money to solve it's problems. Has a particular affinity for spear walls, and archers.
    ESP - 1 - Once it had a large network of agents, but the last few heads have neglected the network, and it's fallen far.
    ECON - 4 - A robust economy, Avril is particularly proud of the Artisians that make their home in Sherfield, producing many works of art.
    HON - 3 - A loyal people is always more valuable than a skilled agent, or so the family saying goes. In recent years, with the fall of the spy network, the family has instead focused on making it's people happy.
    FAM - 3 - An older family, of late the numbers have dwindled after a few vows of celibacy when family members took up the mantle of Thorn Guardian.
    Fly away from worries you don't want them again, I can feel the time to live.
    Get away from stories with pros and cons to weight up, I can feel the time to share.

  21. - Top - End - #21
    Bugbear in the Playground
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    Default Re: Total War - Falling Kingdom

    Looks like we have 7 players ready go, and one with just some background missing. We also have 4 people currently calling dibs with no faction information yet. I've put your faction name and player name in the OP to help any others wanting to join.

    I'm going to give a few more days for recruitment, and probably start the game the early part of the week after.

  22. - Top - End - #22
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    Family Name: Muller
    Head of the Family: Alfred Muller
    City: Dewhurst
    Castle: Castle Luxley
    Crest: Two goats rampant on a field of green.
    Motto: "Good company makes the best life."

    History:

    The fields around dewhurst have always been prime pasture land. Vast herds of sheep wander the hills and dales guarded by vigilant shepherds. Or at least that's what they tell outsiders. In truth there are few predators in the area, and not much that can harm a whole herd of sheep. So the people of Dewhurst tend to be more laid back and content than others in the kingdom.

    This extends to the Muller family who have ruled the area since Dewhurst was nothing more than a small fishing town. The Mullers like to keep in touch with the people under them and it isn't uncommon to see Lord Alfred down in one of the pubs enjoying a pint with the farmers, or rolling up his sleeves to help out during sheering season.

    This hasn't particularly endeared the Mullers to the more traditional aristocracy, but out in the expanse they regard themselves as not being particularly involved in the hustle and bustle of kingdom politics.

    Goals: To take life as it comes and keep things on an even keel.

    Stats
    MIL - 2 - The Mullers do maintain a small core of knights to patrol their lands for bandits.
    ESP - 4 - If there is one thing a Muller loves more than anything else its gossip. Gossip with the farmers. Gossip with visiting lords. Gossip with sailors passing through the port.
    ECON - 3 - Dewhurst is one of the primary exporters of wool to the rest of the kingdom. It doesn't make them rich, but it's a solid income.
    HON - 3 - Everyone knows that you can count on Muller hospitality, and they're always willing to entertain guests in good company. That said it's not wise to count on the Mullers in more serious matters. Not that they'll betray their promises, but they tend to be a bit laid back about just when things get done.
    FAM - 2 - The Mullers tend to be a fairly independent lot. Technically the Muller clan is quite large, but most of them are out wandering the world or too busy lazily enjoying life to be much use in the actual running of things.

  23. - Top - End - #23
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    Default Re: Total War - Falling Kingdom

    Question: How many individuals does the FAM stat equate to? Does 1 FAM means a Family consists of the Head and no one else, or does it mean the Family Head has another relative that's involved in the game as well?

    And while we're at it, I think I'll have some fun by making my faction as stereotypical as possible.

    sean_hyer, if it's a marriage alliance you're wanting, drop me a note.




    Family Name: Audovacar
    Head of the Family: Eduard Audovacar
    City: Croyden
    Castle: Citadel Adlerhorst

    Family Information

    Family Crest: A black eagle with outstretched wings
    Motto: "Vigilance Safeguards Prosperity."

    History: It is said that House Audovacar is descended of a lineage foreign to the continent of Terpin, if their unfamiliar customs and battle-language are any indication. However, as far back as anyone can remember, their ceaseless vigilance from Citadel Adlerhorst - the Eagle's Nest - have kept the Gulf of Croyden free from hostile incursions, staving off any naval invasions that might otherwise have struck deep into the Kingdom of Rish as far as Rachdale or even the capitol of Easthaven itself.

    Having stayed mostly out of the Succession Wars - out of concern that there is a need to remain vigilant against enemies looking to exploit such turbulent times - House Audovacar is ruled these days by Lord Eduard, who has taken on the mantle and responsibility of guarding the Gulf from the Kingdom's foes. His eyes remain as keen as his forebears of old, unblinking in its vigilance of the Gulf Watch.

    Stats

    MIL: 5

    Bordered by the deep waters of the Gulf and the rich resources of the Highlands, Croyden's ship-building capacity rivals that of Alnswick's, if focused on naval vessels as opposed to the latter's production of merchant ships. The Audovacar Marines are highly-trained soldiers, capable of fighting at land and at sea with equal ease.

    ESP: 1

    House Audovacar have always had little use for espionage, and thus never did invest much in the way of a spy network. The Gulf Watch is their core duty after all, and poking their noses in others' business isn't directly complementary with that.

    ECON: 4

    While it is neither a Coin merchant city or even much of a trading port, Croyden's strategic location along the Gulf allows House Audovacar to extract a handsome toll from passing ships for security and right of passage. That this means that they can get first pick of the goods, if they so wish, doesn't hurt either.

    HON: 2

    House Audovacar is known to be stalwart in their vigilance, but its customs are subtly different to that of most other noble families in the Kingdom. This, and Lord Eduard's reluctance to participate in court intrigues - seeing it as a distraction from the Gulf Watch - means that the House are relative strangers to the King's court and the nobility in general.

    FAM: 2

    Lord Eduard is known to have one daughter, the Lady Clara. As stern as she is comely - breeding true to the Audovacar lineage - she is, by all appearances, perfectly fitting in her role as the eventual heiress to the Eagle's Nest.
    Last edited by Ascaloth; 2016-10-16 at 09:01 PM.
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  24. - Top - End - #24
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    ForzaFiori's Avatar

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    Default Re: Total War - Falling Kingdom

    @Sean_hyer - The noble house of Aust is always looking for marriage alliances, if you're still interested in them once the game starts. Same goes for you too, Ascaloth.
    Avatar by Lycunadari

    Go Tigers!

  25. - Top - End - #25
    Bugbear in the Playground
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    Default Re: Total War - Falling Kingdom

    Quote Originally Posted by Ascaloth View Post
    Question: How many individuals does the FAM stat equate to? Does 1 FAM means a Family consists of the Head and no one else, or does it mean the Family Head has another relative that's involved in the game as well?
    Its more abstract than that. In general 1 FAM would be one completely dedicated and efficent person of the house's line. With every turn being a month, it wouldn't make much sense for a new family member to just appear every month, so 1 FAM could also represent a few non caring youths who don't do much work at all, or a sickly man with an incompetent youngling helping.

  26. - Top - End - #26
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    AssassinGuy

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    Default Re: Total War - Falling Kingdom

    Oh cool ^^

    So my approach of 1 useful guy, and one old dude and one cripple, was spot on.

    I'm going on a trip. I'll be back on Monday.
    Quote Originally Posted by Vixsor Lumin
    ..... that was the coolest way I've ever seen some one ask for permission to betray everything.

  27. - Top - End - #27
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    Grim ranger's Avatar

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    Default Re: Total War - Falling Kingdom

    Well, about time I got to this! Sorry about lateness, life has a way of interfering at worst times ^^'

    Family Name: Sward
    Head of the Family: Orsen Sward
    City: Longdale
    Castle: Oakheart

    Crest: White shield and golden bow over field of dark green dotted with white stars.
    Motto: "Yet Still We Shine"

    Family Information:

    Based out of the canopy of green making up almost the entirety of Longdale's surroundings, Swards are an old family rooted in tradition. Serving as sort of knights errant for the entire realm, the family was long famous for it's heroics, sending adventurers and it's Green Knights out to fight evil and help the common people across the lands. Also a powerhouse of lumber production and house with good standing among it's peers, it seemed that their legacy and almost magical woodland realm of wonder and prosperity would last forever.

    Sadly, such was not to be. With the arrival of civil war, many families began to plot and scheme against their perceived rivals... And their wealth and power made Sward legacy a tempting target. Stretched thin while attempting to safeguard the commoners across the realm and bring about measure of peace on their lands, the family was caught by surprise by plot of several of it's rivals. Longdale was surrounded and Oakheart was burned and ransacked as the Swards were seemingly extinguished in single brutal week of combat that left the once peaceful forests full of corpses and alight with fire.

    But not all of them had died. Orsen Sward, a young fop at the time, was one of the family members to escape with his retainers. Secretly building up whatever resources he was able in the exile, the now head of the family eventually returned to Longdale after visiting the court to reassure the gathered nobility of the fact his house was still very much alive... And with their return and repairs of their ancestral castle, they were once again ready to take their position among the houses of the kingdom.

    Stats:

    MIL: 2

    Although nearly decimated in it's former duties to keep the peace and fight evil across the land, the Sward family regardless retains small, experienced standing force of it's Green Knights.

    ESP: 3

    Crusading heroes as they can be, the forest-dwelling family knows the value of good gossip, and although they rarely stoop to level of TRUE intrigue they can regardless keep tabs on the news through the efforts of their Knights and via help of the populace.

    ECON: 3

    The family has been diminished in it's holdings after it's near destruction, but upon returning to their rightful place they have begun rebuilding their industry, the forest offering quite the variety of possible goods to trade with.

    HON: 4

    Be as their name may be thought dead by many for years and it's influence greatly diminished, Swards are regardless still heroes, at the very least in the eyes of the common folk who they have always protected with zealous fervor.

    FAM: 2

    Being nearly decimated, the Sward family consists of Orsen, the head of the family, and Amelie, the adventurous heir who has taken after the tradition of leading Green Knights with gusto. The rest of the family members are generally in their teens or younger or still scattered in their ones or twos across the world.
    Last edited by Grim ranger; 2016-10-16 at 11:05 AM.

  28. - Top - End - #28
    Bugbear in the Playground
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    Default Re: Total War - Falling Kingdom

    I'm stopping recruitment for the time being. If someone wants to join in later we can probably fit you in, but we'll wait for a turn or two for that to happen. SurlySeraph, if you can get your faction get in this weekend that would be helpful.

  29. - Top - End - #29
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    Default Re: Total War - Falling Kingdom

    Quote Originally Posted by HerbieRAI View Post
    I'm stopping recruitment for the time being. If someone wants to join in later we can probably fit you in, but we'll wait for a turn or two for that to happen. SurlySeraph, if you can get your faction get in this weekend that would be helpful.
    I've had a lot of work lately, so it's best if I give up my slot for someone else.
    Quote Originally Posted by Thespianus View Post
    I fail to see how "No, that guy is too fat to be hurt by your fire" would make sense.

  30. - Top - End - #30
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    Grim ranger's Avatar

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    Default Re: Total War - Falling Kingdom

    So guess we will just go with people we already have? Or restarting recruitment?

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