Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Alpha

Pages: [1]
1
Beluaterra / Where to start a new character
« on: May 13, 2013, 04:41:08 PM »
Any realms need some new nobles?

2
Other Games / Project Eternity
« on: September 22, 2012, 01:10:40 AM »
http://www.kickstarter.com/projects/obsidian/project-eternity

Some of you have probably seen this. Personally, I'm excited for it.

3
Other Games / Crusader Kings 2 multiplayer game
« on: September 20, 2012, 02:10:43 AM »
Would anyone be interested in playing a Crusader Kings 2 multiplayer game?

4
Helpline / Winter travel time
« on: September 06, 2012, 04:46:52 PM »
I can't remember if this is supposed to work like this, or if this was a prior bug.

On the travel page,  there is a time shown before I start travelling. After I start, the estimate time increases. For example, travelling to Dsinanas from Hatdhes the travel time was listed at 32 hours, but after travel began the ETA was 39 hours. Is this a bug, or is this winter?

5
Development / An idea on provisions
« on: August 30, 2012, 05:19:04 PM »
I haven't seen this posted anywhere on the forum regarding provisions. It may be against the balance behind the idea.

In addition to the current way to get provisions, why can't a noble buy provisions like paraphernalia? A region lord could set aside x bushels to be sent to the market to be purchased as provisions. The conversion from bushels to provisions would depend on unit size.

I didn't post this as a feature request because I wanted to get some input on it first.

6
Feature Requests / Disputed Lordships
« on: July 28, 2012, 04:13:41 AM »
Title: Disputed Lordships

Summary: Rulers are granted the power to appoint to Lordships that have been vacant for more than two weeks(could vary.)

Details: If a region remains without a Lord for more than two weeks, allow for a ruler to appoint a candidate. This would cost the Duke prestige as it appears he does not even have power over his duchy. Also give the Duke the power to dispute any such appointment, causing prestige loss for the Ruler. The Duke will lose prestige over time if the disputed lord remains in power, and the ruler will lose a significant amount of prestige if the appoint lord loses the region for some reason. The Duke can withdraw the dispute if compromise is reached, or the dispute ends if the Duke or the Lord lose their positions.

Benefits: It adds an IC way to deal with uncooperative Royal Duke. As well, it could add some interesting conflict between a powerful Duke and a realm Ruler.

Possible Exploits: No obvious exploits.

edit: changed potential exploits

7
Feature Requests / Feature Request: Lordly ability to persecute heretics.
« on: September 06, 2011, 02:35:39 PM »
I would swear that I posted this before, but I couldn't find it by searching through the forums or my old posts. So sorry if this is an unwanted repost.

I'd like to see Lords, especially Dukes, have the option to persecute heretics, like the priestly option. I believe there was some discussion last time about whether or not that Dukes can already do this, but only priests can currently.

8
SM General Discussion / Background
« on: September 05, 2011, 01:39:17 AM »
How does that work as a background?

On the southern tip of what was deemed the south, the city of Highwatch served as the primary link between the old world and the colonies. It was not a large city by any means, but was prosperous enough due to trade.  House Delerek of Blackwood was sworn to Highwatch, and Lord Allus Delerek was standard bearer of the Duke of Highwatch.
Lord Allus had three living children. Thomas was his first born heir; Aalton was his second son, and his daughter Katya.  Thomas was knight in the service of Highwatch.  Aalton had been knighted by the Duke a year past, but still studied at the city’s university.
Aged 20 years, Aalton was a small man with pale blue eyes, and blonde hair. He was slightly muscled, but not remarkably so. He was much unlike his father and brother, both men of great stature. His family being a martial one had squired him to Highwatch at a young age.  He had some skill with a rapier, as he was swift and agile. He was not strong enough to hew through armor, but was quick enough to thrust at the more unprotected regions. His master-at-arms was quick to teach him to understand his disadvantages and exploit his skills.
The ship creaked, the sea roared, and Aalton tried to pass the time in his cramped cabin. He surveyed all his possessions. A set of armor hung in the corner, a small chest of gold lay under his bunk, and all his clothing was neatly packed in two chests in the corner opposite his armor. The young man reflected on how much his life had changed in a short time.
Three weeks ago, Aalton had gone into the catacombs of Highwatch. He walked briskly through the darkness thinking about just how clever he was. His mind was a flurry with his plan, and visions of her danced in his head. He had no doubt of his abilities. The young noble would make the heiress of Stormsbane love him. He would restore the former glory of his house through magic and marriage. All he had to do was plant the idea in her mind, and then his plan would roll smoothly from there, but he had to be careful. If he was found using magic he would surely be executed.
A ritual area had been prepared in the deep catacombs below the city. His teacher had taught him that rituals were far less dangerous than true spells, but were not to be taken lightly. He had read from a book what he needed, and had procured all the required items.  All he needed to do was to say some words, and follow through the ritual. He was certain that no one would find him.
He removed the book, which he had “borrowed,” from his teacher, and began to read. His fingers began to glow with spell force. His smiled revealed his true excitement. His plan was going to work. But all at once his elation turn to terror when he heard a squeal behind him. His concentration failed, and his spelled ended with a fizzle.
Aalton spun around, drawing his rapier in a fluid motion. His eyes fell on a serving girl of his father’s city estate. Fury, and terror, took him, and he lunged forward. He thrust his blade just as he had been instructed to do at so many straw men. The sharp point found its mark piercing flesh, muscle, and sinew alike before coming to rest in the young girl’s heart. “Damn you” he roared as she died with little more than a whimper. Another bout of terror seized him, “what if someone else followed me” he though.  If so, he would be burned by the church inquisitors.
No more than a minute later he heard another set of footsteps. More fear that he had ever felt made his blood run cold. He watched the torch bearing shape move closer and closer until he could recognize the approaching man as his father. “Father, it’s me. I need your help more than I ever have before” he yelled.  He father approached surveying the scene, and his face was full of disappointment and fear. Minutes passed before Lord Allus “Son, my son, what have you done?” Aalton told him everything that had transpired, making no attempt to lie.
His father took a few moments to take it in. Staring at the spell book he spook with great grief “Aalton you cannot stay here. I could have shielded you from the murder, but no one can save you if the inquisitors find out what you are.” Aalton nodded before speaking weakly “yes father, but where will I go?” His father looked down intently thinking, and his eyes met his son’s as he spoke “I will go to Duke Gellute, and ask if he can secure a colonial appointment for you. It will not be comfortable, and it will likely be a dangerous task, but you will not die a witch’s death.”
The two men waited until nightfall before leaving the catacombs.  It was best that no one see where they emerged. The tragedy with the young girl could be passed off as the work of lowborn dregs.  But if traces of magic lingered, then surely the church would get involved.  When the pair had returned to their small estate, they separated before retiring for sleep.  They did not speak another word until that morning.
Aalton was awoken by his father who whispered “Your things have been packed, and loaded onto a ship. You will leave Highwatch this morning.  The Duke agreed to help you get a minor court position in the colonies. I have gathered what gold I could for you. It should last you until you can establish yourself. “He could hear his mother sobbing; news of his sudden departure had brought her great sadness.  He tried not remembering the sadness associated with his goodbyes.
His father joined him in the coach ride to the harbor. Aalton looked at the ships as they approached, and saw the family banner hoisted onto one. It was a small galley. “Greatness truly. I’m to be a pawn in a land of swine, hardly better than the unwashed primitives of the north, but I stay alive” he thought to himself. His father spoke “I have sent Donton with a few guards to accompany you. He is old, but is the most loyal of my guards. He will serve you faithfully. “
The coach came to a stop, and a few seconds later the driver opened the door. Lord Allus looked over  “Goodbye, my son. I love you… more than anything, but you can never return here” his words ending with not so much as a whisper. The young man looked back, and tears nearly filled his eyes. “I love you… Father,  Farewell.”
He walked gangway to the ship, scanning the deck for familiar faces. He noticed his father’s guards, his own guards now. He noticed one other, his teacher.  Tostior Vostnoran, who had been a physician scholar at the Highwatch University, but more secretly was a spell user, who had sensed Aalton's power before he knew himself. Aalton didn’t know why he would be on this ship, or why he would go to the colonies. But he spoke a short greeting before retiring to his cabin. He knew they would have much to speak of later, but here was not the place.
   He put it out of his mind, and tried to go to sleep. This voyage had left him exhausted. He had spent the first 3 days retching up his food, before getting used to sea travel. After that he had tried to drown his sorrows in wine, and strong spirits. He needed rest; he would arrive in the morning. He could not afford to look like a dead man simply from a ship ride.

9
SM General Discussion / Character background question: Setting creation
« on: September 04, 2011, 11:39:09 PM »
I haven't been involved with any of the other SMs, so I have a few questions. Roughly how much leeway to we have in the creation of the known world? I'm talking in terms of cities, rural lands, and lords of those lands? I suppose I'm asking just how much freedom are we granted in world creation?

In terms of a character background, I'm thinking a younger son of a minor(just above landed knight) southern lord. To do this I would have to create at least a basic setting involving a city to which the minor lands are aligned, and the lands which the character's father owns. Slightly more for a complete background. In addition, I plan on create a scenario in which the character will have to go to the colonies.

10
Helpline / Rebellions
« on: April 02, 2011, 09:10:38 PM »
How do the militia in a region fight if the lord of that region joins the rebellion? Do they join with their lord, or the realm?

11
Helpline / Capital secession
« on: March 24, 2011, 12:43:57 AM »
I was under the impression that the capital of a realm could secede, so long as there was another region capable of become capital.

This is currently not the case. Is this purposeful, or am I simply mistaken?

12
Helpline / On archer range
« on: March 11, 2011, 06:40:59 PM »
How, exactly, is it determined when a range 4 archer unit will fire? I was recently involved in a battle with other range 4 archers. Those units fired, but my unit "moved forward for better shots" My unit fired at range 2.

All units in the same line. Monsters 4 lines away. Battle occurred on a "quite windy day."
-=Mayen's Archers=- (2) fire on Monsters (1), scoring 38 hits.
McFinks (4) fire on Monsters (1), scoring 58 hits.
Fury of Ortedail (3) move closer to get better shots.
Vert Cloaks (7) fire on Monsters (1), scoring 125 hits.

13
Far East Island / FEI History
« on: March 11, 2011, 02:29:09 AM »
Does anyone know when Verità e Potere was taken by Soliferum?

14
Feature Requests / Lower the rate at which unique items degrade
« on: March 08, 2011, 05:27:42 PM »
I'd like unique items either degrade more slowly, or see a more reliable way to repair them. Currently, they are more trouble than they are worth. With no reliable way to repair the items, one can very well lose it while trying to repair. It's safe to assume that UIs are not actually magic, since BM is a low fantasy game, and therefore should be repairable by conventional means. Though, not by common smiths that toil on the items of peasants and soldiers.

I'd prefer that adventurers still be used for the repairs. Perhaps allow UIs to be repaired by high cost of gold, or by having the required materials. Make it so only adventurers may find people capable of the repairs( due to it be improper for nobles to associate  with wizards/sages).

If UIs had a longer life, more RPing could be done about them. Could allow for infiltrators to steal more valuable items, for them to be lost in battle and be found by someone foraging the field, or for an item to be passed down from x to x(holder to holder of a position).

15
Feature Requests / Ability to move militia
« on: March 05, 2011, 10:38:00 PM »
Currently the only way to move militia is to rely on unreliable assignment of units to nobles then regarrisoning them as militia.

I'd like to see the ability to transfer militia in a way similar to how ox carts, and trade offers, currently work.  Travel times would be lower than any unit commanded by a noble, and while moving the militia units would have a vastly lower CS.


Pages: [1]