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Roleplaying the Game; Hue hue hue
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Topic Started: Jan 23 2014, 09:43 PM (132 Views)
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SlagartheCruel
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Jan 23 2014, 09:43 PM
Post #1
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Leader of Disappointment
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Since I have far to much time on my hands, I have decided to make a game for us just for shits and giggles in celebration that my Civ4 now works and my father had decided to restore a older computer just so I can use my Warcraft 3 once again;
All you need is a single dice and a sheet of paper/word program to write down the results.
This plays out just as the role-play we are doing, except this time it will be completely random, and then if we are drunk or retarded enough we write a lore around it;
Geography -
Spoiler: click to toggle
- First roll -
- 1 - Your territory is a temperate zone with few mountains, hills, and a general flat boring plain
- 2 - Your territory is a mountainous expanse with little to no room
- 3 - Your territory is a tropical paradise with thick and dangerous vegetation
- 4 - You are in a desert, have fun getting water.
- 5 - Everything is frozen over, and everything you touch is either snow or ice and with a mix of Tundra
- 6 - Your territory is rather mythical and features nothing like you have ever seen before (like blight, or magical trees, or crystal formations, or land infused with green and purple ketchup. Be creative.)
- Second Roll -
- 1 - Your territory is not coastal
- 2 - Your lands have rivers, but are not coastal
- 3 - Your land is coastal with small islands, but no major rivers
- 4 - Your lands are coastal, but your islands are nonexistent. You have a number of major rivers.
- 5 - Your lands are ripe with marshes, swamps, rivers, and many watering holes. You are not coastal and lack major rivers.
- 6 - Your lands is technically under water at this point. Your lands are infested with marshes, swamps, rivers, major rivers, and you live near the coast. Half of your land is technically islands and beaches.
History - History in this mythical land is defined by six 1,000 year ages from the first civilizations. The current age is the 7th. Once you roll your age, you re-roll to see what kind of humble beginnings had made you merge from the depths of time. You do not need to roll for each age.
Spoiler: click to toggle
- 1 - 1st Age (Pre-Civilization)
- 1 - One of First Beings to set forth upon the world
- 2 - Brought forth by the god/gods
- 3 - Brought forth by Dragons
- 4 - One of the First Empires upon the world
- 5 - Warring race united by a single warlord
- 6 - Adopted by a ancient civilization and took them over socially and politically.
- 2 - 2nd Age (Ancient Civilization)
- 1 - Became highly advanced over time, and lived in relative peace and prosperity
- 2 - Became highly advanced over time, and warred with their neighbors to expand their lands.
- 3 - Formerly Nomadic and were led by divine inspiration to form a holy civilization
- 4 - Formerly Nomadic and were led by divine inspiration to conquer lands to form a holy civilization through force.
- 5 - Formerly enslaved and escaped, formed a civilization far from their masters.
- 6 - Adopted the customs of a ancient civilization and their religion, quickly becoming a civilization themselves.
- 3 - 3rd Age (Classical Civilization)
- 1 - Had formed a civilization from the ashes of another civilization
- 2 - Warred with liege and won, conquering and reforming the kingdom to new ideals and military tactics.
- 3 - Former vassal of a dead civilization and you continue their customs and culture to this day.
- 4 - Had accidentally supported the wrong side in a war and failed, and you and your people were banished only to form a civilization some time later in the 5th age. (Civilization starts in 5th age)
- 5 - Had won a successful war to unite warring civilization of the same government and people and became a short lived world power.
- 6 - United warring warlords during extreme trivial times and conquered them through slow and painful progress, forming a civilization.
- 4 - 4th Age (Roman/Ancient Imperial Civilization)
- 1 - Was a small and irrelevant civilization, but no conquered by a Imperial power. You had a massive government change.
- 2 - A great and powerful hero conquered a small and irrelevant civilization and remolded it into a world power.
- 3 - Was a large and powerful civilization and a Imperial Powerhouse that suffered a major government change.
- 4 - You were a civilization which suffered major defeat at the hands of a Imperial power, but you eventually and successfully rebelled against them and won independence.
- 5 - You are a great and powerful hero whom conquered a powerful and important civilization, remolding it into a stronger world power.
- 6 - You were a nomadic tribe of barbarians during a time of ancient Imperialism, and your successes on the battlefield earned your people a place in history. You later reform into a powerful civilization.
- 5 - 5th Age (Dark Ages/Technological Collapse)
- 1 - You were once a extremely powerful Imperial powerhouse which suffered a invasion from barbarians which cut your empire in half, your later reform as a new civilization to continue your imperialism.
- 2 - You were once a extremely powerful Imperial powerhouse which suffered a invasion from a rival power which cut your empire in half, you later reform as a new civilization to seek vengeance and restore lands.
- 3 - You were formally a barbaric people whom under harsh and brutal reformation and religious conversion, you formed a civilization.
- 4 - You are a religious order whom under the direction of your holy leader or simple nature claim a pagan land as your own, forming a state run by a religious government.
- 5 - Your are a civilization formed from war, after a massive exodus to invade a land you form a new civilization where the culture of those whom you conquered had integrated with your own.
- 6 - You are a civilization formed from war, but you were invaded and now formed a civilization where your invaders had taken pity on you and intergraded into your own culture.
- 6 - 6th Age (Medieval)
- 1 - You are a vassal of a civilization in which rebelled successfully and formed in a new civilization based on a new culture of a people of the same race.
- 2 - Under new religious guidance, your civilization has formed into a powerhouse of trade and expansion all of a sudden.
- 3 - You are a civilization that was invaded by a foreign nomad army, and have lived under their rule and adopted only small parts of their culture and would later free yourself from their rule.
- 4 - You are formerly a struggling civilization which suffered religious, political, and economic tension until a powerful magical artifact or holy relic which set you as a civilization.
- 5 - You were once a Imperial power in the 4th Age (You start in the fourth age) but had since lost lands and culture, but still highly respected. You used your ancient knowledge and prestige to rebuild some of what was lost and after a coup or two reformed your government to the changing times.
- 6 - A major natural or magical disaster had ousted you from your homeland and you sought help from a neighboring county. Over time, your people's political and social ingenuity made them superiors and eventually ousted their neighbor's original country's culture and people whom have since become subservient.
Territory -
Spoiler: click to toggle Territory is determined by the number of county size lands you have depending on the age you start in. Your nation didn't exactly grow from the beginning age, but instead suffered major decline from loss of lands in wars, religious conflict, culture wars, and other influences. Each civilization starts out with 10 counties and the number rolled will determine the number of counties you will have in addition from the height of power;
- 1 - 5 territories
- 2 - 10 territories
- 3 - 15 territories
- 4 - 20 territories
- 5 - 25 territories
- 6 - 30 territories
Decline is the number of territories lost per age depending on the nation's territorial decline rate;
- 1 - Minimum Decline (-1 territory per age)
- 2 - Minimal Decline (-2 Territories per age)
- 3 - Medium Decline (-3 Territories per age)
- 4 - Dangerous Decline (-4 Territories per age)
- 5 - Maximum Decline (-5 Territories per age)
- 6 - Civilization Ending (-6 Territories per age)
Each age has a color which determines a additional number of territories start with. Red - Start with a additional 20 Territories Orange - Start with a additional 15 Territories Blue - Start with 0 additional territories Purple - Start with 5 additional territories
Races -
Spoiler: click to toggle Races are directly controlled unless you roll a 6, but otherwise here it be the race rolls; Your first roll to see how many races will be in your civilization. A main race is the main race or races which define your civilization. A secondary race is a race in which is apart of your civilization, but either as secondary citizens, slaves, refugees, or whatever and are not a major part of the civilization as whole.
- 1 - One single race, no other races are known or heard of in your lands (1 Race)
- 2 - You are a single race, but have another race whom integrates with you (1 race, 1 Secondary race)
- 3 - You are double race, you have a single race whom integrates with you (2 main races, one secondary race)
- 4 - You are a single race, you have two races whom integrate with you (1 race, 2 secondary races)
- 5 - You are a triple race, you have a single race whom integrates with you (3 main races, 1 secondary race)
- 6 - You are a single race, you have four races whom integrate with you. (1 race, 4 secondary races)
For each each main race, you must roll for their rolls. Origins are depended in history and only affect secondary main races or secondary races themselves. A roll is a major roll within a civilization in which a main race plays or specializes at;
- 1 - Political
- 2 - Religious
- 3 - Trade
- 4 - Industry / Craftsmanship
- 5 - Land Warfare
- 6 - Seamanship
Secondary race origins are the origins of secondary main races whom have become equal to the main race which the civilization represents and are non-serviant;
- 1 - Native to the land, intergraded by conquest.
- 2 - Native to the land, intergraded by usefulness.
- 3 - Native to the land, intergraded by assimilation
- 4 - Not native, intergraded by conquest
- 5 - Not native, intergraded by usefulness
- 6 - Not native, intergraded by assimilation
_______ Secondary race rolls are virtually labor or lesser rolls and have their own features;
- 1 - Farming
- 2 - Mining
- 3 - Servitude
- 4 - Lumbering
- 5 - Espionage
- 6 - Reroll from Main Race Rolls.
Secondary races have reason for not being integrated as a main race despite being apart of the civilization;
- 1 - Known to be criminal in nature
- 2 - Are disliked due to a physical feature
- 3 - Are disliked due to a psychological feature
- 4 - Are known to ally with enemies in times of war
- 5 - Are hated for a religious reason
- 6 - Have mistreated the main race in the past for whatever reason
Secondary races have a tolerance level for how well they are treated;
- 1 - Well loved, almost equal to a main race in terms of rights and status
- 2 - Kind of liked, would not invite to a family outing.
- 3 - Mistreated, but in a tolerable sense and rights can vary
- 4 - Rights are restricted in a medium sense and are abused lawfully, but not being murdered
- 5 - Extremely few rights and restricted to their own hovels and areas, and there is very little trust to them.
- 6 - Almost if not complete slaves, no rights and hard to look at for the noble to even scoff. The only thing that might separate them between them and pets is a collar and leash. . . .maybe.
Each race is based on fantasy, but be reasonable in which kind of race you make if you get the creative option (You make up whatever ya want). Each race you have, wether it be main or secondaries, you roll this for each race's actual race;
- 1 - Human (re-roll for type)
- 1 - Central or Southern European
- 2 - African or Arabian
- 3 - Oriental or Gaelic
- 4 - Slavic or Nordic
- 5 - Native or Central American
- 6 - Creative Option
- 2 - Elvish (Creative Option available, but it must be elvish in nature)
- 3 - Orc (Creative Option Available, but it must be Orc in nature)
- 4 - Beastfolk (re-roll for type)
- 1 - Reptillian (Lizard, exc)
- 2 - Mustelidae (Otter, Badger, Wolverine, Weasel)
- 3 - Vermin/Rodent (Mice, Rat, Squirrel, exc)
- 4 - Canine (Dog, Hyena/Gnoll, Wolf, exc)
- 5 - Feline (Cats and shit)
- 6 - Creative Option
- 5 - Dwarf (Creative Option available, but it must be dwarf in nature)
- 6 - Creative Option
Each Race you have must roll a unique trait which has a negative trait attached to it;
- 1 - The race is legendary for their humility, but are to a fault peaceful and submissive
- 2 - The race is brave and honorable, but suffers from a lacking in magic
- 3 - The race are masters of cunning, wit, and espionage. However, they lack many good and honorable values which make them treacherous to trust.
- 4 - The race are naturals with magic and enchantment, but are terrible with everything else such as reasonable politics, effective trade, and cunning spying.
- 5 - The race is shrewd and are very fiscal, but they are not known to make friends or suffer the responsibility of alliance and cannot keep long lasting alliances.
- 6 - The race is creative and can create many new ways of battle and art and are innovative with technology, but lack the strength to defend themselves well.
Once each race is set in stone, both secondary and main races, each race will make up a specific part of a population. Population determines the number of each race is inside the civilization depending on the amount of space your nation can provide. If you do not have a secondary race, you will divide the number of total county population by the percentage of secondary races. Main secondary races do not count as secondary races, but count as your main races.
- 1 - Main races (80%), Secondary Races (20%). Your average county population is 40,000.
- 2 - Main Races (70%), Secondary Races (30%). Your average county population is 60,000.
- 3 - Main Races (90%), Secondary Races (10%). Your average county population is 80,000.
- 4 - Main Races (30%), Secondary Races (70%). Your average county population is 100,000.
- 5 - Main Races (5%), Secondary Races (95%). Your average county population is 150,000.
- 6 - Main Races (50%), Secondary Taces (50%). Your average county population is 300,000.
Maor to come later such as; Wealth, Culture (Craftsmanship/Slavery/Law/Rights/Tolerance/Magical Tolerance), Military, Relations, Resources, Religion, Magic, Internal Problems, Outward Problems, and Governance.
For now, while I am at college and work, have fun.
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GeneralBonobo
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Jan 24 2014, 12:16 AM
Post #2
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Terrain 5- Snow Terrain 6- Islands, rivers, marshes, and so on everywhere
History 1- Pre Civilization 4- One of the first empires
Territory 2- 10 Territories +20 due to age 4- Dangerous Decline -4 per age Total territories = 6
Races 2- one main and one secondary 1- Political main race No secondary main race 3- secondary race is servitude 5- Secondary race hated for religious reasons 2- Secondary races are sort of liked Main Race 4- Beastfolk 2- Fucking otters 3- Masters of espionage Secondary 2- Snow Elf 6- Creative but weak population 3- 90% main, 10% secondary, population 80,000
Guess I got an ancient otter empire who has elven slaves. God damn it Slagar.
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Chaoshawk
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Jan 24 2014, 12:33 AM
Post #3
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Desert, lands are 'technically' under water.
brought forth by dragons, lived in relative peace and isolation, warred with liege and won, small and irrelevant, Your are a civilization formed from war, after a massive exodus to invade a land you form a new civilization where the culture of those whom you conquered had integrated with your own, invaded by nomads and later broke free after taking small parts of their culture.
two races, one is political, minority is assimilated, minority is land warfare specialists, minority is liked but not utterly. Majority is reptilian lizardmen, minority are human (slav). Lizardmen are masters of cunning, wit, and espionage. However, they lack many good and honorable values which make them treacherous to trust. The Slavs are masters of cunning, wit, and espionage. However, they lack many good and honorable values which make them treacherous to trust (lol). Lizardmen (70%), Slavs (30%). Your average county population is 60,000.
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Bato
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Jan 24 2014, 01:00 AM
Post #4
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Georaphy 5 - Everything is frozen over, and everything you touch is either snow or ice and with a mix of Tundra 1 - Your territory is not coastal
History 1 - First Age 4 - One of the First Empires upon the world
Territory 6 - 30 territories (First Age, so a total of 50 Territories) 2 - Minimal Decline (-2 Territories per age)
2 - You are a single race, but have another race whom integrates with you (1 race, 1 Secondary race)
Main Race: 2 - Religious Origins 4-2 Mustelidae (Otter) 4 - The race are naturals with magic and enchantment, but are terrible with everything else such as reasonable politics, effective trade, and cunning spying.
Secondary Race: 1 - Native to the land, intergraded by conquest. 6 - Reroll from Main Race Rolls. : 5 - Land Warfare Specialization 6 - Have mistreated the main race in the past for whatever reason 3 - Mistreated, but in a tolerable sense and rights can vary 4-2 Also Mustelidae (Also Otter) 6 - The race is creative and can create many new ways of battle and art and are innovative with technology, but lack the strength to defend themselves well.
3 - Main Races (90%), Secondary Races (10%). Your average county population is 80,000
The glorious Otterman Empire who has subjugated an Ethnic Minority of theirs because of past transgressions.
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Don Quijote
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Jan 24 2014, 01:27 AM
Post #5
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Your territory is a tropical paradise with thick and dangerous vegetation. Your land is coastal with small islands, but no major rivers.
(Medieval) Under new religious guidance, your civilization has formed into a powerhouse of trade and expansion all of a sudden. Your civilization has 40 territories at its height, and loses 4 territories per age.
You are double race, you have a single race whom integrates with you (2 main races, one secondary race). First main race is focused on trade, are Dwarf Otters, the race is brave and honorable but suffers from a lacking in magic. Second main race is focused on politics, are Papua New Guinean Elves, the race is legendary for their humility, but are to a fault peaceful and submissive. The secondary race is not native but integrated by conquest, focus on mining, are hated for a religious reason, are mistreated but in a tolerable sense and rights can vary, are Irish Elves, the race is creative and can create many new ways of battle and art and are innovative with technology but lack the strength to defend themselves well. Main Races (30%), Secondary Races (70%). Your average county population is 100,000.
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SlagartheCruel
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Jan 24 2014, 03:01 AM
Post #6
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Leader of Disappointment
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- GeneralBonobo
- Jan 24 2014, 12:16 AM
Guess I got an ancient otter empire who has elven slaves. God damn it Slagar.

Terrain - 6 - I live in a mythical land of crystals and blue grass and everything smell of rotten eggs. 1 - Water is nonexistent, because my people are ninnies.
History - My nation is a ancient civilization which was adopted, and eventually I gained their trust and took them over slowly and effectively.
Territory - 3 - The old empire started out with 35 territories and expanded by another 15. I expanded to 50 counties of rotten egg grass. 4 - I had a rather dangerous decline because shit smelled. 26 of the original empire remained when all was said and done.
People - 4 - I have 1 main race with 2 hanging on races.
2 - I am elvish race (4) whom have excelled in Industry and Craftsmanship. (2) While they are brave and honorable, they can't use magic well.
1 - A small tribe of (2) Black skinned folk live in the land as natives themselves, (3) descendant of the old empire whom assimilated to elven rule over time and has since become subservient. (2) They are commonly miners, (5) but are generally distrusted due to their foreign and heretical religion. (4) Despite their beginnings, they are moderately abused and lack certain rights. (5) They are very shrewd and fiscal to a fault, which make them hard to be trusted with little else outside their class.
6 - These native Blue-eyed Plant People Purple Eaters were (4) Brought over during conquests of other local territories of the same land. Due to being plants (5), they can hide in plain sight rather easily to the whacky terrain. (6) They are often treated poorly due to their mistreatment of da elves. (4) As a conquered people, they often live segregated from others and live with few rights. (6) They are known for the innovative nature, but are far to weak to defend themselves.
5 - Having a relatively high population, the elvish population only makes up 5% of the entire populace of said nation, while plants and blacks make up a vast majority. Problems are kind of rising.
I am essentially the equivalence of my Jewish Cornwall taken over by Elves and friends with Plants in a mythical land. Truly this is the pinnacle of fantasy.
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SlagartheCruel
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Jan 27 2014, 03:07 AM
Post #7
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Leader of Disappointment
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Now a continuation of our rather random nations.
Wealth -
Spoiler: click to toggle Wealth is what drives a nation forward or backward, and the more wealth a nation has, the more options they have in general. If a nation is exceedingly wealthy, they can buy shit. If they can't buy shit, they be done and out. This roll determines just how rich your nation is;
- 1 - One of the poorest in the world
- 2 - A very poor nation
- 3 - Struggling wealth
- 4 - Stable wealth
- 5 - Rich
- 6 - One of the richest in the world
One you have determined your wealth, see the options in the spoiler below for secondary roles for secondary effects Spoiler: click to toggle If your nation is poor you are unable to afford most necessities (if you rolled 1-2). You must roll for the following consequences of your roll;
- 1 - Your nation is sick with crime, with most unable to afford guardsmen. Laws are overlooked and your nation cannot sustain most taxable regions.
- 2 - Your nations is often plagued with 'investors' from outside lands whom promise unbelievable for small pay, but run as soon as the money is paid up front. You are unable to keep your citizens from getting scammed.
- 3 - Your neighbors have better lands then you, and your nations offer better jobs. You suffer large exoduses of citizens.
- 4 - Your people cannot afford simple necessities, and thus starve. Your nations starves constantly.
- 5 - Your government cannot afford weapons and armor, where only a single volley can be shot every battle and swords are often stolen or wood.
- 6 - Your nation's people are so poor, they often sell their sons and daughters to foreign merchants and nobles as slaves in order to feed their families. Your people are completely demoralized by this.
If your nation has a moderate wealth (rolls between 3-4), then your nation is peeked out and does not gain a special effect nor a roll. However, you may re-roll for either a richer (or poorer) nation which is optional. If your nation is rich (rolls between 5-6), you gain a roll to have a special condition which improve your nation due to it's massive coffers and prestige that comes with it;
- 1 - Your nation is so rich that even your poor live better off then some of the richest in moderately wealthy nations, increasing the moral amongst your people and lessening the chance of a peasant revolt.
- 2 - Your coffers are always full and your leaders become generous with the nation's wealth as such. While this depletes your coffers, your neighbors and your people are gravely always in your debt and thankful because of this. (Your nation becomes only Moderately wealthy/4)
- 3 - Your nobility fancy lavish parties and your poor often eat well. Even when famine strikes, you always seem to have enough food on everyone's plate.
- 4 - You have such deep pools of cash, mercenaries come crawling from every corner of the world to swear their services to you for even a small glimpse of the wealth. Thieves and criminals abandon their ways to marvel at your golden shit.
- 5 - Your wealth brings great prestige to your people and your lands. Your people are respected wherever they tread and never are denied entrance. Even your enemies often try to find peace quickly so they can pilfer your freely handed out coin.
- 6 - Your coin is like a vast mountain, and you never seem to run out. No matter how extensive new projects may be, they are always paid for and your nations always finds new and quick ways to pay for extensive new designs.
Once all this is settled, you can now roll to see just whom has the wealth within the nation. Wealth is divided by the rich and poor classes, since the middle class doesn't exist yet. Rich classes define as nobility to merchants, while poor classes are peasants and servants. Wealth is divided by there % of whom gets what (Example, Rich have 50% of the wealth while the poor have the remaining 50%);
- 1 - Rich (95%), Poor (5%)
- 2 - Rich (75%), Poor (25%)
- 3 - Rich (60%), Poor (40%)
- 4 - Rich (50%), Poor (50%)
- 5 - Rich (30%), Poor (70%)
- 6 - Rich (1%), Poor (99%)
Now comes very funs part, Inflation. Every nation has it, and now comes the funnest part of it. . .inflating yer economy. Every nation has a single coin = 1 US dollar for measure. Roll to see just how fucked your economy is;
- 1 - You have a normal economy, no inflation
- 2 - 1.5 Coins to every 1 US Dollar
- 3 - 5 Coins to every 1 US Dollar
- 4 - 50 Coins to every 1 US Dollar
- 5 - 5,000 Coins to every 1 US Dollar
- 6 - 500,000,000 Coins to every 1 US Dollar. (lol you in de red)
Culture - Now your culture is pretty custom and you can have fun, but there are some things you require to roll which include things such as your nations legality of slavery or your craftsmanship skill. Here some shit
Spoiler: click to toggle Craftsmanship is basically the key to your nation's culture of exactly what kind of buildings you build to a certain theme. This also determines as I understand how awesome your weapons and armor are, so in the post below is the rolls for your craftsmanship stuff; Spoiler: click to toggle Your cultural theme is; (Once you roll a culture, you then re-roll to a specific theme)
- 1 - European
- 1 - Gaelic
- 2 - Iberian
- 3 - Roman or Greek
- 4 - Slavic
- 5 - Scandinavian
- 6 - Frankish/Germanic
- 2 - Oriental
- 1 - Mongolian
- 2 - Japanese
- 3 - Chinese
- 4 - Indian
- 5 - Ankhor
- 6 - Korean
- 3 - Savage
- 1 - Tribal African
- 2 - Ethiopian
- 3 - Islander
- 4 - Mayan
- 5 - Inuit
- 6 - Native American
- 4 - Elvish Mythical
- 1 - High Elven
- 2 - Wood Elven
- 3 - Dark Elven
- 4 - High Elven-Wood Elven Mixture
- 5 - High Elven-Dark Elven Mixture
- 6 - Wood Elven-Dark Elven Mixture
- 5 - Islamic/Middle Eastern
- 1 - Ottoman
- 2 - Persian
- 3 - Egyptian
- 4 - Berber
- 5 - Hittite
- 6 - Hebrew
- 6 - Savage Mythical
- 1 - Underground
- 2 - Arial
- 3 - Warcraft Orcish
- 4 - Warcraft Tauren
- 5 - Lord of the Rings Orcish
- 6 - Creative Option
The next roll will determine the quality of weapons and armor;
- 1 - Weapons and armor are some of the best make in the world.
- 2 - Weapons are some of the best in the world, but your armor is shit.
- 3 - Your armor is some of the best in the world, but your weapons are shit.
- 4 - You make decent weapons and armor
- 5 - Your weapons and armor is poor. Really fucking poor.
- 6 - Weapons? Armor? (Admit it, your hands will provide more damage and protection).
Once your done with this, your craftsmanship is complete and good luck Your laws regarding slavery will determine whether you own slaves and how likely they are to revolt and other shit in the spoiler below; Spoiler: click to toggle The legality of slavery will be of your lands;
- 1 - Slavery is Illegal (Skip remaining areas if rolled)
- 2 - Slavery is illegal, but is only practiced in secret for sex and servants (Skip remaining areas if rolled)
- 3 - Slavery is only legal for captured soldiers, raiding, and trade with foreigners. Slaves may not consist of your races.
- 4 - Slavery is legal, and may consist of secondary races as well as foreigners. Slaves may not consist of main races.
- 5 - Slavery is legal and may consist of all races except the main population of the land itself.
- 6 - There is no doubt, anyone can be a slave in your lands.
If slavery is of course legal in your lands, you now roll to see how they are treated;
- 1 - Slaves have the same rights of peasantry. They may own property themselves and live in hovels outside cities or inside estates, and may not be outright abused and mistreated.
- 2 - Slaves are not allowed to own property, but by law must have proper lodgings and are treated poorly. Their masters cannot kill them though.
- 3 - Slaves are penned, but their masters cannot kill them openly. They are treated as little more then property.
- 4 - Slaves find no comfort in the homes of their masters and can be beaten and killed by their masters as they wish.
- 5 - Slaves are so abused and mistreated, that most take up wearing dog collars in the vain hopes their masters mistake them for dogs and provide some mercy.
- 6 - Every aspect of the slave's life is controlled with no room for breeding or even thinking without the master's permission. Every small mistake, every small ounce of non-controllable movement results in beatings.
You next roll to see what slaves look forward too work wise;
- 1 - Military service
- 2 - Personal Servitude
- 3 - Resource gathering (farming, mining, exc)
- 4 - Sex
- 5 - Becoming food
- 6 - Mage experiments/apprentices.
Next you roll for the extent of the law in the land itself in the spoiler below; Spoiler: click to toggle Your first roll determines how just how strict your law is;
- 1 - Your laws are some of the strictest in the world, if not thee strictest. A thief stole a apple? You behead not only his family, you fucking burn down his holdings and the holdings of his lord!
- 2 - Your laws are rather strict and impossible to move around. Your nation's law is thee law.
- 3 - Your laws are strict with only very little room for bribery
- 4 - Your laws are not very strict and but meaningful enough to evade rather powerful moral issues.
- 5 - Your law's are rather clumsy. A thief steals an apple and can get as little as a pat on the back from the guard from not murdering the merchant.
- 6 - Your laws are laughing stocks of the world. A apple thief can burn down your holdings, eat your family, rape your church, and summon six arch demons and still he would pass through your laws like butter as a free man.
Your next roll determines how often your laws are enforced;
- 1 - Your laws are enforced by many elite espionage and special forces organizations. A thief thinks of stealing an apple and a large army hunts him down and kills him.
- 2 - Your laws are strictly enforced. Not even your nobility can get away with even the simplest grievances.
- 3 - Your people are screwy with the rules at times, but murder and rape are extremely rare occurrences.
- 4 - Your laws on small things are ignored and murder and rape is often a problem.
- 5 - Who's the law again? Oh right. Your people are often controlled by gangs whom instate their own 'laws' to counter-act yours. Your people follow thug laws since those are enforced.
- 6 - No one is certain your nation is even possible. You have no guards. A invading army comes in and says "this is mine" and then it is theres since you have no laws or guard to challenge their rights to conquer and enslave your people.
Your next rolls determine the extent of your rights;
- 1 - Your people have no rights. You can't buy a apple without signing a forum asking for permission to ask the king a question about buying a apple. Your people are unthinkably void of free thought.
- 2 - Your people have typical medieval rights.
- 3 - Your people have typical early enlightenment rights.
- 4 - Your people are really fucking free.
- 5 - Your people are so free that even americans are appalled of just how free your people are.
- 6 - You can summon demons, have gay sex with them, marry them, have sex in front of a alter, burn down a church, shit on it's ashes, gang bang the priest's daughter, turn her gay by force, and then dance naked in front of the king and still you would not be arrested. You are just that liberally free.
Your next roll shows the tolerance of your people;
- 1 - You have no tolerance. If they are different, they are a affront to nature. You burn and kill it.
- 2 - Merchants are often finding themselves unwelcome and spat upon.
- 3 - Removal Kebab
- 4 - Don't remove Kebab
- 5 - Your people are known to make friends with foreigners.
- 6 - Your people often have free sex with foreigners.
This roll determines magical tolerance;
- 1 - Magic is evil. All mages are demons! Burn all of them!
- 2 - Magic is sort of okay, but controlled heavily. Your mages are virtually leashed.
- 3 - Magic is not tolerated well and often is controlled by religion or government for their own benefit.
- 4 - Magic is accepted. Mages may travel freely.
- 5 - Mages are some of the most liked people in the land.
- 6 - Mages are known to be rulers and is seen as a sign of great respect in society. Very few have ever disrespected a mage and not be carried off by a angry mob.
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