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Conquest of Worlds, Europe's Reign

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Where once you were a person, now you are a disembodied spirit thrown into a mysterious and alien Europe. You've found that your ghostly visage has influence over one European Royal Family. Do you use your influence to colonize the worlds that lie beyond the Endless Sea? Or do you fall to the other powers and fantastical creatures that desire your new home? Establish your nation and further the royal line of your hosts, or die and become a footnote in a strange world's unfolding history
>>
Two confirmed players so far

>Kingdom of France
Rolled Unassuming Spy for hero, and Kingdom Magician for Spark

>Tsarists Russia
Rolled Agent of Faith for hero, and Eccentric Surgeon for Spark

Taking 1-2 more players, claim your country if interested
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>>1290353
I'll join as the British
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>>1290357
Welcome aboard, roll 2D10 for Hero character type and Spark character type
>>
Rolled 6, 2 = 8 (2d10)

>>1290358
>>
>>1290359
Your Hero type is Nobleman Adventurer. You have stats and a special ability, and as you play you'll get more special abilities and even more heroes. If you want you can drum up a quick backstory for him/her and a picture. But the important thing is to alot your hero points. You have 20 points you can put into
>Attack
>Defense
>Speed
>Intuition
Almost all mechanics in this game work with D10. So if you put 5 points into Attack, you'll have to roll a 5 and under to successfully attack. If you put 4 into attack, you have to roll 4 and under. Defense is more tailored towards melee combat, but ammo runs dry quick in this game and more often then not you'll find yourself in close quarters fighting. Skill factors into who's attacking first and other unique situations, and intuition gets you out of tricky situations like ambushes and traps and also factors into charisma challanges. If alloting hero points seems complicated or a drag, you can just evenly divide them
>Attack 5
>Defense 5
>Skill 5
>Intuition 5

As for your special ability, you start with
>Nobleman's privilege
Charisma Bonus
Attack -1 to roll

Now as for your Spark Type, you got Genius Blacksmith. So you're going to be fielding some unique mechanical units. Lemme know if you have any questions, and we'll wait for Louie XV anon and Tsar Anon to join
>>
>>1290346
Sweden
>>
Rolled 7, 10 = 17 (2d10)

>>1290404
:)
>>
>>1290346

Russia-fag here, confirming I'm still about. Thinking of making Russia more religious in this alternate world, as well as having a big theme of control over nature. If you can overcome nature by surviving in Siberia, why can't you overcome nature by making a horrible bio-engineered monster?
>>
>>1290409
And we have our 4 players; Russia, France, Great Britain and Sweden.

Sweden you rolled the same as Louis anon, so your hero is Unassuming Spy. Your hero might look like a simple tailor or whatnot, but in his back workshop he has various tools of murder for when the Crown gives him missions. Again you can LORE him up with a backstory, occupation and name, or you can leave it to me. Just allocate your 20 points whenever

As for your Spark type, I'll offer you the same thing I offered France. 10 is technically Kingdom magician, but as you've noticed the other players' spark types are Blacksmith and Surgeon, so they'll have unique mad science units, whereas you'll be summoning creatures from other planes. If you'd rather have a science-based spark for steampunk shenanigans, you can re-roll. Otherwise you can just keep Kingdom Magician.

>>1290423
Good to have you Russia anon. Your world building's top notch, it would be definitely interesting to see an extremely orthodox biopunk Russia in the 1760's
>>
So whens the game starting?
>>
Unit combat will be discussed as battles come into play, but for now just know that it's similar to how your hero fights, with Attack, Defense and Skill stats. These will normally be much lower than your hero character. I'm going to lay out your starting units. They won't be necessarily even, but you guys aren't necessarily fighting each other either unless you want to. The main antagonist of the game will be the Eternal Ottoman Empire and some other, crazier supernatural elements.

Starter units are subject to change, especially if France and Sweden reroll the Spark type

>Kingdom of France
>1760
4 units of Musketeers
2 units of Hussars
1 unit of Culverin Light Cannons
1 unit of Enslaved Cherubim Angles
1 Frigates
1 Man O' War

>Tsarists Russia
>1760
>4 units of Musketeers
>2 units of Strelet Levy
>1 unit of Hussars
>1 unit of Cassocks
>1 unit of Culverin Light Cannons
>1 unit of surgically created GreatWolves
>1 Frigate

>Great Britain
>1760
3 units of Musketeers
1 units of Hussars
1 unit of Culverin Light Cannons
1 unit of Iron Clockmen
2 Frigates
2 Man O' War

>Kingdom of Sweden
>1760
5 units of Musketeers
1 unit of Hussars
1 unit of Culverin Light Cannons
1 unit of Mountain Trolls
1 Frigate
1 Man O' War
>>
>>1290688
I'll start writing up the events and probably post them in a couple hours
>>
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>Turn 1
> September 10th, 1760
>Kingdom of France

Blue banners bearing the French royal crest flutter faintly in the breeze. The open windows of the palace do little to cool the occupants on the unusually hot day. The heat doesn't bother you, as you are merely a disembodied spirit. Below you, King Louis XV plays pool with two Dukes and high-class prostitutes they've summoned from Paris. They're joking about one of the girl's dresses, and she plays along gaily. You let them have their fun, when the King retires you'll approach him and instruct him. It's not often after all, that you have the ear of King. He believes you to be the ghost of the Apostle Peter come to guide him in his rule, and you haven't bothered to correct him.

The sound of a cue ball entering a pocket draws your attention. The Dukes and ladies are setting aside their poolsticks and talking about going to the lake. Louis XV mentions he'll catch up. You float down to the King.

"Peace be to you Apostle of Christ," King Louis says. "I could feel your presence,"

From your hovering around the palace you're aware of the issues facing the kingdom. You discuss them now with the King.
>>
>>1291551

3 issues. You may send your hero character to address 1 issue, but the other two need write-in answers. When heroes address answers they have the potential to discover interesting perks and loot powerful artifacts, so if you suspect an issue is a set-up for a perk or special unit, send your hero. Some issues can obviously not be addressed by your hero. These vary turn-to-turn.

>1. This summer’s harvest was bountiful, setting record hauls of grain. Many of the nobles wish to sell their extra grain, but two of our trusted advisors, Leon d’Avon and Magi Nicolas, suggest storing it. Selling it to the Kingdom of Italy, who is experiencing a famine, would reap immediate treasury gains. But it would also flood the market and drop the price. This would only have a negative effect for small landowners and peasants. Storing it would secure your kingdom against future famine, but if there’s no famine it goes to waste.

>2. Dominque d’Quebec has gone rouge, and taken control of our largest fortress-city in the Canada colonies. He’s rumored to have strange and fantastical machines hidden within Quebec, as well as an otherworldly army. The Governor’s artillery has made approach by water impossible, and a land assault would be costly. Should we attempt a land assault, a sea assault, or a third option? We could do nothing, but seizing the city would likely yield some interesting finds, if the rumors about Mayor Dominque are to be believed.

>3. King Louis XV and his close noble friends wish to start construction on a new palace. They’ve dubbed it Versailles, and if the plans are fully realized it will be a momentous structure of splendor and glory. It will cost 4 Gold per turn and will require hundreds of peasants. Will you begin construction?


This turn you can buy units, or save your money. You have 20 gold, and France generates 4 gold per turn atm. If you want to inquire after unit cost or stats just ask. You can also ask for further information on specific issues.
>>
I'll finish up France's Spark issue after a break, then move on to the other countries
>>
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>>1291565
Dante Debois, your prodigy Kingdom Magician, is requesting funds to begin studying an ancient art of magic known as fathertongue. He needs 8 gold to fund an expedition to central Africa
>>
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>Turn 1
>Imperial Russia
>September 10th, 1760

It is cold in Moscow. Colder then it has been in a long time. Fires roar in every hearth to keep the heat at bay. You’ve seen the breath of every nobleman and noblewoman in the palace, though you yourself do not suffer. You float unconcerned next to Tsarina Elizaveta. She is addressing nobles in her calm and measured manner. She has long ago come to peace with your presence. At first she thought herself cursed, or worse afflicted with madness. But you have won her confidence and her ear in these past months.
Applause signals she is done talking. You follow her as she departs the room and enters a private study she uses to recuperate. The cold weather is taking its tole on the Tsarina. With a sigh she sits down in a large, comfortable looking chair.
“Well spirit,” Tsarina Elizaveta says. “Shall we assess the kingdom’s troubles?
>>
>>1291785

>1. The Ottomans are stirring to the south. Cossack scouts report troop movements and strange contraptions in the sky. It is only a matter of time before they begin encroaching on our lands. A Hungarian noble has offered to help patrol the boarders. Lord Ferke of Transylvania only asks for the aid of your army if his own lands should ever be invaded.

>2. The Church is asking for the abolition of property tax for church property. They claim that if the tax is waved, they’ll use the money towards advancing the faith. One of the Priests has personally implied to Tsarina Elizaveta that the church has a secret organization which could use the money. If we do this, we will lose 2 gold per turn

>3. St. Petersburg is experiencing a strange sickness that has spread rapidly in the span of a week. Reports are conflicting, and there’s no clear consensus on what the sickness is. The mayor managed to quarantine the city with the help of your army, but needs instruction on what to do next. What shall he do?
>>
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Simon Petrov, your favored surgeon, is having difficulty acquiring fresh cadavers for research. He is asking permission to take inmates from the Moscow prisons for use in his experiments
>>
This turn you can buy units, or save your money. You have 20 gold, and Russia generates 4 gold per turn atm. If you want to inquire after unit cost or stats just ask. You can also ask for further information on specific issues.
>>
I'll probably post the other two countries tomorrow, unless I get some time tonight
>>
Also if you want to change your characters names, pictures or backstories, or any lore in the issue posts I made, feel free to let me know
>>
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>Turn 1
>Great Britain
>September 10th, 1760

The air is still, and muted. The awful stench of the Thames is beginning to seep through large windows that line the chamber, only kept at bay by spices brought from India. Noblemen and women stand around King George the II. The aging King is telling an anecdote about a Spaniard and a new world native, and at the end the surrounding nobles burst into laughter. King George is nudged by his wife, and she asks him in hushed tones to behave. She also whispers a curse under her breath, though only you hear it. You hover behind them, unnoticed. You will approach them in time.

Both the monarchs believe you to be George the first, dead ancestor of the current King. You’ve gone along, as it’s given you incredible control over the decisions of an entire country. You hear voices and notice the nobles leaving the room. Once they do, King George and the Queen turn in their chair to look at you.

“Hope the joke didn’t offend the dead,” King George says in his husky manner. You are silent, simply coming around to the front of the throne so the monarchs don’t have to turn. “Very well then,” The King continues. “Let’s talk of important matters,”
>>
>>1291884

>1. British living in the American Colonies are growing restless over our tax policies, and are asking for proper representation in Parliament. The separate colonies are growing increasingly autonomous, and some within the royal circle have voiced concern over future unrest. Shall we lesson taxes for the colonies and grant them representation? Doing so will lose us 1 gold per turn. Or shall we send troops? Or a third option?

>2. There are strange reports coming out of Scotland of Giants rising from the earth. They’ve terrorized livestock and reportedly flattened a village. The Scottish parliamentary representative is begging for military aid. Shall we send troops to combat the giants? Or try and reason with them? Or a third option?

>3. We’re running low on English lumber for our fleets, and need to look elsewhere for the supplies to build our ships. We could establish widespread lumber-towns in either the American or Indian colonies, but it would cost money to build. Or we could establish a trading contract with another country. Or a third option.
>>
David Remly, your renowned blacksmith, needs 6 gold worth of South American iron-ore for the building of his newest creation
>>
Sweden tomorrow, feel free to reply to your issue posts or ask any questions you might have. Players still need to allot their Hero points and establish any character lore they may have, but you have till next turn till it matters
>>
>Turn 1
>Kingdom of Sweden
>September 10th, 1760

King Gustav III’s coronation takes place before you in a grand ballroom, with the entirety of Sweden’s nobles present. The crowning is accompanied by a beautiful choir, and half the kingdom’s wine reserves. Although your grasp of Swedish history is only what you’ve read, you recall in your world the coronation happening earlier. This new Europe, with its mad science and magic, is completely alien to you, and evidently on a slightly different timeline.

No matter, to your surprise and amusement you’ve found that you and King Gustav III have become quite good friends. He believes you to be the spirit of the King of the mountain trolls. The famous one from Swedish pre-history, not the current one. And you’ve accepted that. You don’t know how a King of mountain trolls would act, but you have Gustav’s ear and that’s all that matters.

The coronation ends, and the party begins. You wait it out patiently, wondering if you’ll ever figure out a way to possess a body. Seeing some of the earthly delights before you has reminded you that your world had its good points. No mechanical cannon-men or gargoyle mercenaries certainly, but there were other things.

The party ends, and you finally have Gustav III alone. He sits, contemplating in his study. You understand, heavy is the head that wears the crown, and Gustav is quite young all things considered. Which is a good thing, because you have great plans for him and Sweden.

“I don’t know if you know much about Swedes,” Gustav says, evidently aware of your ghostly presence. “But by human standards that was an excellent coronation party.” He looks to where you hover. “But I know we have more important things to discuss now.”
>>
>>1293019

>1. Estonia has been seized by a secret order of Lithuanian Knights, and they’re doing their best to seal the border. We dispatched a military unit, but have heard no word back. We must now consider larger military action. Our spies report strange sights and visions in Estonia, and there is no doubt that the Templar bastards are up to something. Shall we send more soldiers? Try and negotiate with the Order? Or a third option?

>2. The city of Stockholm is experiencing a serious infestation of pests, and the September frost has done little to keep them at bay. We must act quickly to destroy the rats and rodents, otherwise our people’s winter stores will be eaten. We may employ rat-catchers from all over the country, though it will take time and money to organize, or we can pay the mysterious Mousers’ Guild based out of Venice. They have an office in Denmark, and would be more than happy to help. However they are said to be strange, possibly even supernatural. What should we do?

>3. The nobles in western Sweden are asking for land back that they were forced to give up to the Crown fifty years ago. They have grown quite agitated over the last decade, and King Gustav’s coronation has emboldened them. They wish to get a sense of us. Giving them the land would placate them, but also lose us 1 gold per turn in treasury profits. What should we do?
>>
Immanuel Staffen, your court magician, has asked permission to approach the Troll Kingdom and study records about the Troll peoples' lost cousins, the Elfs. He asks for a royal escort, which will cost 4 Gold
>>
And that's turn 1 for all 4 players, any questions feel free to ask me, otherwise I'll wait for your guys' answers
>>
>>1290346
Still open?
>>
>>1293341
Nevermind
Thread posts: 33
Thread images: 12


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