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The Back Room

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To conclude this short discussion:

 

"Dorne is the southernmost land of Westeros. It stretches from the high mountains of the Dornish marches to the southern coast of the continent. It is the hottest kingdom in Westeros and features the only desert on the continent."

-A Wiki of Ice and Fire.

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  • Who do you [bleep]ing think?   Who ever reports anyone here?   It's Resistance.   Congratulations Hex, you've finally killed the Tavern.   I would add to whoever deletes this post, I really am disappo

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    Almost posted a 'Yet another stream up updates that screw things up' a few days ago, though decided that most people would have read it, also I am trying not to be a ultra-luddite...Sufficing to say i

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    Well the admin have shown themselves to ignore legitimate complaints, but instantly, and overzealously, destroy things that can used for fun...Ergo fastest way to get rid the things we don't like is t

Again. I don't care.

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Youtube account: Earthgragonsage; currently uploading not an effing thing.

[hide=Memorable Crossroads Quotes.]

Reigan: NO MOOSE CAN SAVE US NOW; ...Had that been taken out of context, it would have been comical... Right now, it's terrifying.

[/hide]

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Okay here is the current (sans new kingdoms) world map

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Is there going to be a multiple resource system, or is it going to be condensed into just gold?

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I would prefer just to use gold (as it is the easiest thing to use) but we could in theory have units of metal, wood , food, livestock, weapons, etc. if that is what people want then I will accomadate

Also world map; Now with a [cabbage] tonne of princedoms

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Probably a good idea to go over the rivers in blue just so they're clearer.

 

Doesn't matter much though.

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Does anyone have any strong preferences towards how magic is done? Also as a bit of a note all of the princedoms will get one castle. Now onto something else do you want budgets to be equal or not? Also should we just use gold or use a variety of resources?

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Cust copy the water from original and paste over new to make water overlap boarders.

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Suggestion:

You get a series of points based on how well you do whatever (worship the gods, sacrifice, build monuments), ten points is required to make one wizard, twenty to make a sorcerer and thirty to make something even more powerful. Wizards magic degrade and have an upkeep of five per year.

Points are seperate from money.

[Falador tavern]

That could be done but would require people to make an individual map of their own province/group of provinces. Rocco what I was thinking of doing for magic would be having various colleges of the D&D schools of magic that turn out a set number (for a set cost per mage) of specialists per year you could also have generalist universities which would turn out jacks of all trades. For really large things you would have to research various types of rituals which would require regents, the regents could be a variety of things from human sacrifice to gold. This is however not the only way to get magical power in game as the gods (I will design the pantheon shortly) are active and can grant priests power or depending upon the cause miracles that amount to the same thing as a ritual except substitute spellcasting for prayer and regents for sacrifices.

 

As to the skill of mages it takes 4 years after the creating of the college to get the first of your yearly crop of mages (though this could obviously be changed) and they gain skill when they are being used in their fields.

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^

Gradual phase out?

 

To what extent do mages have power? Can they kill thousands of soldiers or are they just normal units who use electroblast instead of sword hit?

[Falador tavern]

Earth

Air

Fire

Water

Aether/Space

 

Aether refers to eerything else.

[Falador tavern]

I'm using the Dungeons and Dragons style school of magic for various reasons (Chief of which being that I dislike the elemental schools)

 

Abjuration: Your basic protection, dispelling and shielding type magic.

Conjuration: Encloses Teleportation, summoning, healing and the binding of various beasts

Divination: Your scrying and to a lesser degree interrogation school

Enchanting: Causes status effects and is useful for interrogation/making sleeper agents

Evocation: The school of fire balls, lightning bolts and explosions

Illusion: Creates illusions

Necromancy: Negative effects and raising the dead

Transmutation: Changing one thing to the other as well as certain abjuration like effects

EDIT: Forgot illusions

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To what extent can magicians affect units, are they normal (more powerful units) who can do magic or can they pose a huge treat to opposing sides, ca. They wipe put thousands

[Falador tavern]

Rocco, good idea. But can there be plant magfic, i want to be the crazy tree people who hate fire. Or the undead if that doesn't work out.

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Youtube account: Earthgragonsage; currently uploading not an effing thing.

[hide=Memorable Crossroads Quotes.]

Reigan: NO MOOSE CAN SAVE US NOW; ...Had that been taken out of context, it would have been comical... Right now, it's terrifying.

[/hide]

Rocco that would depend upon the race. Also mages are not singly going to be able to do all that much (You need at least a dozen to do a small scale ritual) as the ones that are straight off the factory line are rather weak.

Iconic: They are lightly armored (if they aren't there is the risk of arcane spell failure [which can be...messy]) and can't take damage all too well. Without the use of ritual they will probably act as artillery (or however you people use them). Also as a note to people here: THERE ARE MAGES THAT CAN BE USED SPECIFICALLY TO SHUT DOWN OTHER MAGES IN THEIR AREA. Also if enemy mages are slaughtering your troops by the hundreds... you're doing something a bit wrong .

 

EDIT: Well then time to color in some of the multitude of princedoms

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Here is the map:

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Please edit in what princedom you would like to take

 

Also as for races here are the basics

Humans/mixed race society: All arounders mid level for most anything

 

Wood Elves: Long lived race with heavy individualistic tendencies, many more mages than any other race, however a very low reproductive rate leads to smaller armies as a whole. As a whole the race is long lived and can favor druidic nature magic. Bonuses towards money from artisans and orchard based farming and lessens the cost of buildings using wood negatives towards mining, smithing metal weapons, siege weaponry and religious units

 

Dwarfs: A shorter lived race than elves but longer lived than humans with a slightly lower reproductive rate than humans but a higher reproductive rate than elves.

Favors Divine magic over arcane or druidic magic in general

Pros: Lessened cost of smithing metal weapons

Lessened cost of fortifications

Lessened cost of buildings using stone

Finely crafted weapons for armies

Bonuses towards income from mining and crafting

Cons:

Smaller armies than humans or Greenskins

Almost no druicic magic and very little arcane magic

Negatives towards income from farming, wood work and raids

 

Greenskins: Short lived race that breed like rabbits. Orkoid in nature.

Pros:

Warlike in nature: Cost of units is reduced

Breeds like [bleep]ing rabbits: Much larger army size

boost to income from raiding

Cons:

We's all gonna die!: Lower quality troops

Probably the smallest number of casters in them of any race

Factionalism: Risk of rebellion is heightened

 

Undead:

Pros:

The dead don't eat: Lessened cost of units in general

Liches: A lessened cost to build colleges of necromancy and a lessened cost of necromancers

The dead don't breath: No real need of boats to cross shallow bodies of water

Cons:

Most gods will not accept them as servants

Druidic magic is a no-no

NPCs tend not to like the dead that walk the earth (spawning the occasional crusade against them)

 

More to come

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Easy solution, force the mages to be extremely vulnerable during incantations. Forcing the player to mix normal soldiers in to protect their mages.

"Don't get in my face, don't invade my space. I'll put you in your place.

I'll only tell you once, I'll never tell you twice. This is me being nice." ~Porcelain and the Tramps

 

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Should we make a thread? Oh and what do you think about having nature magic replaced by druidic magic (basically the same thing)

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Grim, I think you should add this next to your main map, just to let people know what kind of land they're claiming.

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Resized it to be the same height as the one you're using.

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TheMather1.jpg

Twitter:

@TheMather1

Abortion, Right or Wrong?

[Falador tavern]

Right, you cannot take a life that was never fulfilled. And a life that cannot sustain itself is not fulfilled.

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TheMather1.jpg

Twitter:

@TheMather1

The necessity for abortion is by nature wrong. Abortion in itself is easy to claim as selfish, assuming you have never had to go through giving birth. Also, unwanted children such as those which are often born to poor parents without contraceptives often end up as good as dead thanks to abuse and apathy. Therefore, allowing for contraceptive failures, abortion is wrong and should never happen in the first place but better than the alternative.

10:53 PM - retech9691: I feel the need
10:53 PM - retech9691: To include many chasms in my story arc
10:53 PM - Resistance: You mean plotholes?

 

Remember, Remember, the 4th of November

RIP Dawngate ;-;

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