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Found 4 results

  1. Reforging Arelon Welcome to LG 70! This game is designed with the concept of the rules changing as you play the game. As the game progresses certain conditions will be met which will trigger new rules to come into play. Things may get a little confusing at times, so I will be working hard to make sure that everything is clear and new rules are announced when new turns are posted. Follow this link to find a document with the complete rules You play as members of the merchant guild of Kae (the capital of Arelon) directly after the Reod. Since the elantrians fell, there is a very very loose ruling structure that could collapse at any time. The new laws and policies are still being put into place, and as they form the game itself will change. When certain conditions are met, rules will be added, removed, or changed. There are those among you who think that Arelon has outstayed its welcome and that the people or Arelon would be better off integrating with Fjorden; it is the job of the loyal merchants to root them out and remove them from power - and remove them from life. The guillotines will be busy. In this volatile state of change, will the merchant guild be able to reforge Arelon into a great nation once more? Factions: Actions: Roles: Lynch Rules: PM Rules: Currency Rules: Item Market: Contract Market: Cycles: Order of Actions: Sign-ups for this game will close in about one week on Friday, September 25th, at 2000 (8:00 PM) MST (UTC-6) I will be running this game as the GM and Zillah will be my co-GM. Elbereth will be the IM. Player List: Clarifications: Quick Links:
  2. This only dawned on me when I started thinking about Splinters - because Seons are not Splinters; the Aons inside them are Splinters. They're not quite the equivalent of spren as spren are Splinters themselves. Closer pararell is to Returned, beings with a Splinter at their core. But I digress. You see, there's something important, obvious and unnoticeable about Seons. Ready?
  3. The Supremacy of Arelon Elantris will not exist for many more centuries. The great land of Arelon is in peril, it has been split up into 28 small countries and is on the brink of utter destruction from neighboring lands. One ruler must step up and unite these countries under one great banner. One great leader to take Arelon to a new era of peace and prosperity. The task will not be easy as each country will fight tooth and nail to become the victor, however only a few will survive. Arelon was once a great nation, however religious unrest drove it to annihilation. 28 different religions emerged and conflict soon ensued. Eventually the fighting got so bad that the different religions sectioned themselves off from one another and become their own countries. As time passed some religions became more tolerable to each other but none would forfeit the power of being its own country. Im the old scrolls of Arelon a prophecy was found that one great ruler would unite the land once again. Thus began a long, cold, bitter war that would spread death, destruction and deceit through the once sacred landscape. Every country proclaimed their leader to be the “Child of Prophecy”. The history books tell a different story… This game is based on World Domination. There are 28 regions in this world, any region that is not occupied by a player will be an NPC nation. The win condition in this game is to own 50% or more of all regions. A Map of the world will be provided and you will be assigned a region. Rules: Buildings, Research and People Every nation starts out with Money, Military, Technology and Philosophy based upon region. Buildings: You can choose to build buildings which can be used for various actions. Max 3 buildings per region. Workshops: These will increase the income of your country. Cost 5 wealth to build. Will give +2 wealth per turn Barracks: These will be used to train troops. Cost 5 wealth to build. Will give +3 Army Power per turn. Colleges: These will be used to research different subjects (Limit of 1 Colleges per Region). Cost 8 wealth to build. Research time varies. Church: Can be used to train Missionaries and Templars. Cost 8 wealth to build. Can train a Missionary or Templar once every other turn. Cost 3 Wealth to train. All buildings can be upgraded. The effect of the upgrade will be revealed upon completion. Research: Military: You can gain military by training soldiers in your barracks. The barracks can be upgraded to produce more military per turn. Army’s will require upkeep which depends on the size of the army ex.) An Army of 12 units has an upkeep of 3 wealth per turn. Battles between Armies will be decided by a dice roll with appropriate percentages given to each army. Technology: Technology can be researched in 2 categories: Military and Economy. Military technology will give an Army a bonus which will be taken into account in battles. Economy technology will reduce the upkeep of running the country and increase your income each turn. Philosophy: Philosophy can be researched to appease your citizens. The new laws formed will make your citizens less likely to have a rebellion. This will also give you access to change taxes in your regions, the tax levels are High (+5 wealth per turn), Medium (+2 wealth per turn) or Low (+0 wealth per turn). Citizen happiness will change with tax policy (the lower the tax the happier the people). People: Missionaries: Can be used to secretly travel to enemy regions and convert the people to your regions religion. This will cause unrest in the citizens, raising the possibility of Revolution. 5% chance of being discovered and killed per turn. Templars: Can be used to assassinate Generals, Missionaries or other Templars. Assassination of Generals will cause that army to lose power. 15% chance of success. General: Head of the Army and Leader of troops, if he is killed his men waver and lose their will to fight, causing a reduction in the army’s power. Rebellions: If the citizens of a region get too unhappy, they will rebel. This will cause all production in the region to halt until the rebellion is dealt with. You can use Taxes and Philosophy to appease the citizens in a region. Location and Moving Your location will be given to you on the map. The time it takes for Armies and People to get where they are going depends on how close to your region the destination is. The further the destination the more turns it takes to get there and execute the action. You cannot move through a nations border without making an agreement with that nation first. Should you not make an agreement you will go to war with that nation. Armies and Battles All armies will be given a Power level. This is how strong they are. This level is affected by the number of troops, technology and if they have a general or not. Generals can be bought; every Army can have 1 general. The cost of a general will depend on how powerful the army is, the stronger the army the cheaper the general. The general will give an army a bonus. Battles will be decided by a dice roll. Percentage of victory will be decided by how powerful the 2 armies fighting are ex.) Army 1 has 12 power and Army 2 has 24 power, Army 2 has a 66% chance of victory while Army 1 has a 33% chance of victory. If an army is defending in its own region, then it may be given a bonus for terrain familiarity Should you use 2 armies to attack 1 army, the 2 attacking armies will gain a bonus. Should a Multi-Army battle occur the percentages will be given proportionately to power. Alliances and Agreements Alliances can be made, as it is possible for 2 countries to both control 50% of the regions, however they must be made public and should you break an alliance your country will lose X wealth per turn for 6 turns. The amount will be decided by a dice roll. An alliance allows the 2 countries to travel between each other’s borders without penalty and both parties will be able to give their ally 10 Army power per turn or 8 wealth per turn. Trade agreements can also be made these will gain your country 5 wealth per turn. Should a trade agreement be broken your country will lose X wealth per turn for 3 turns. The amount will be decided by a dice roll. A military access agreement can be made to allow Armies to travel through non-ally regions. Map: Hello all! Me and Elkannah are going to Co-Gm this game. We just think this is a really interesting game and wanted to try it out. The cycles will end at 8pm MST on Sunday and Wednesday of every week. The game will start once we have about 12 players. If you are interested please join! Also help us spread the word and get others to join. Hope to see you all on your path to world domination! Player List
  4. I had this idea why only people who has been to Arelon very long time go through the Shaod someday is because the proximity of the Shardpool there. But then as all 5 of the magic systems on Sel is regional I don't have any idea to why they would be where they are. Maybe a solid form of Devotion or Dominion is situated there or the gasform... Any WoB conflicting this bad theory or does anyone have any other better theories? Feel free to reply
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