|
|
|
|
|
|
Posted: Mon Sep 16, 2013 1:32 pm
|
|
|
|
|
|
|
Posted: Mon Sep 16, 2013 2:40 pm
|
|
|
|
|
|
|
|
|
Posted: Mon Sep 16, 2013 3:04 pm
|
|
|
|
|
|
|
Posted: Mon Sep 16, 2013 9:14 pm
|
|
|
|
Okay! First post updated with the so fars~ time to get into background and location.
All dragons start out the same. After you hatch you are either alone to begin with or almost immediately driven out of your mother's lair (some more violently than others). Life lessons are given upon the school of Hard Knocks, and your first few years serve as stark reminders of your primal origins. Some don't survive; others choose to remain as little more than beasts; but you are different. You learned that there was more to the world than food and slumber. Language and resources could be used to manipulate the simple-minded creatures around you, and the treasures they crafted were just as appealing as a warm meal. But they were also greedy and unpredictable. Treasure needed to be guarded, and food could be stored to allow you more time for intellectual pursuits. Before long you decided it was time to settle down and build a lair of your own. Where did you go?
Plains - Whether an artificial structure standing on its own design or a burrow beneath the rolling hills, a lair out on the open fields is a bold risk. You receive a 25% boost to food and minion production, but all scouting and spying attempts as well as all invasions against you receive a +2 bonus. Forest - Natural caves and the ruins of ancient fae civilizations abound, creating ample opportunities for suitable disguise and defense. Scouting attempts and air invasions against you receive a -2 penalty, but your Random Event roll receives a -2 penalty to reflect the risk of living in fae lands. Mountain - Natural defenses are often a great start, and many of the more malleable races love dark, secluded caves. Spying attempts and land invasions against you receive a -2 penalty, but your Random Event roll receives a -2 penalty to reflect the risk of living in fae lands. Swamp - An extreme form of forest, these nature-claimed locales make sure artificial structures do not stand and natural defenses remain difficult to maintain, but make up for it by the fact that no sane race would wish to venture here. All spying and scouting attempts as well as all invasions against you receive a -2 penalty, but all lair and minion expenses are 10% greater. Island - An extreme form of mountain, these secluded paradises are highly defensible and provide nearly everything a budding domain needs. All spying attempts receive a -2 penalty and land invasions receive a -5 penalty, but minion production is reduced by 25% to reflect the limited space. Desert - An extreme form of plains, this inhospitable landscape takes everything its lush cousin has and turns it on its head. In addition, the shifting sands makes natural burrows impossible. All spying and scouting attempts as well as all invasions against you receive a -2 penalty, but food and minion production is reduced by 25%.
- Frozen - *Keyword modifier. Not all locations are geographically ideal. The environments in the northern and southern lands can occasionally suffer from harsher weather than most. Anything with the Frozen keyword applies a -1 penalty to scouting and invasions, but 10% reduced food and minion production. - Tropical - *Keyword modifier. Residing near the center of the map brings about more lush and prosperous locations, but the closer one gets to the World Tree the more dangerous things become. Anything with the Tropical keyword applies a 10% bonus to food and minion production, but receives a -1 penalty to their Random Event roll.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Mon Sep 16, 2013 9:51 pm
|
|
|
|
Paidi tou Selini Okay! First post updated with the so fars~ time to get into background and location. All dragons start out the same. After you hatch you are either alone to begin with or almost immediately driven out of your mother's lair (some more violently than others). Life lessons are given upon the school of Hard Knocks, and your first few years serve as stark reminders of your primal origins. Some don't survive; others choose to remain as little more than beasts; but you are different. You learned that there was more to the world than food and slumber. Language and resources could be used to manipulate the simple-minded creatures around you, and the treasures they crafted were just as appealing as a warm meal. But they were also greedy and unpredictable. Treasure needed to be guarded, and food could be stored to allow you more time for intellectual pursuits. Before long you decided it was time to settle down and build a lair of your own. Where did you go? Plains - Whether an artificial structure standing on its own design or a burrow beneath the rolling hills, a lair out on the open fields is a bold risk. You receive a 25% boost to food and minion production, but all scouting and spying attempts as well as all invasions against you receive a +2 bonus. Forest - Natural caves and the ruins of ancient fae civilizations abound, creating ample opportunities for suitable disguise and defense. Scouting attempts and air invasions against you receive a -2 penalty, but your Random Event roll receives a -2 penalty to reflect the risk of living in fae lands. Mountain - Natural defenses are often a great start, and many of the more malleable races love dark, secluded caves. Spying attempts and land invasions against you receive a -2 penalty, but your Random Event roll receives a -2 penalty to reflect the risk of living in fae lands. Swamp - An extreme form of forest, these nature-claimed locales make sure artificial structures do not stand and natural defenses remain difficult to maintain, but make up for it by the fact that no sane race would wish to venture here. All spying and scouting attempts as well as all invasions against you receive a -2 penalty, but all lair and minion expenses are 10% greater. Island - An extreme form of mountain, these secluded paradises are highly defensible and provide nearly everything a budding domain needs. All spying attempts receive a -2 penalty and land invasions receive a -5 penalty, but minion production is reduced by 25% to reflect the limited space. Desert - An extreme form of plains, this inhospitable landscape takes everything its lush cousin has and turns it on its head. In addition, the shifting sands makes natural burrows impossible. All spying and scouting attempts as well as all invasions against you receive a -2 penalty, but food and minion production is reduced by 25%.
- Frozen - *Keyword modifier. Not all locations are geographically ideal. The environments in the northern and southern lands can occasionally suffer from harsher weather than most. Anything with the Frozen keyword applies a -1 penalty to scouting and invasions, but 10% reduced food and minion production. - Tropical - *Keyword modifier. Residing near the center of the map brings about more lush and prosperous locations, but the closer one gets to the World Tree the more dangerous things become. Anything with the Tropical keyword applies a 10% bonus to food and minion production, but receives a -1 penalty to their Random Event roll. I'll be going with desert, definitely. Maybe picking up the tropical subtype. But I've got a sleight gripe with the island. It has a much better benefit than the desert, but the same penalty. It's not gonna change my decision mind you, I just think it needs to be tweaked a bit.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Mon Sep 16, 2013 10:46 pm
|
|
|
|
|
|
|
|
|
Posted: Mon Sep 16, 2013 10:57 pm
|
|
|
|
|
|
|
Posted: Mon Sep 16, 2013 11:08 pm
|
|
|
|
Paidi tou Selini Okay! First post updated with the so fars~ time to get into background and location. All dragons start out the same. After you hatch you are either alone to begin with or almost immediately driven out of your mother's lair (some more violently than others). Life lessons are given upon the school of Hard Knocks, and your first few years serve as stark reminders of your primal origins. Some don't survive; others choose to remain as little more than beasts; but you are different. You learned that there was more to the world than food and slumber. Language and resources could be used to manipulate the simple-minded creatures around you, and the treasures they crafted were just as appealing as a warm meal. But they were also greedy and unpredictable. Treasure needed to be guarded, and food could be stored to allow you more time for intellectual pursuits. Before long you decided it was time to settle down and build a lair of your own. Where did you go? Plains - Whether an artificial structure standing on its own design or a burrow beneath the rolling hills, a lair out on the open fields is a bold risk. You receive a 25% boost to food and minion production, but all scouting and spying attempts as well as all invasions against you receive a +2 bonus. Forest - Natural caves and the ruins of ancient fae civilizations abound, creating ample opportunities for suitable disguise and defense. Scouting attempts and air invasions against you receive a -2 penalty, but your Random Event roll receives a -2 penalty to reflect the risk of living in fae lands. Mountain - Natural defenses are often a great start, and many of the more malleable races love dark, secluded caves. Spying attempts and land invasions against you receive a -2 penalty, but your Random Event roll receives a -2 penalty to reflect the risk of living in fae lands. Swamp - An extreme form of forest, these nature-claimed locales make sure artificial structures do not stand and natural defenses remain difficult to maintain, but make up for it by the fact that no sane race would wish to venture here. All spying and scouting attempts as well as all invasions against you receive a -2 penalty, but all lair and minion expenses are 10% greater. Island - An extreme form of mountain, these secluded paradises are highly defensible and provide nearly everything a budding domain needs. All spying attempts receive a -2 penalty and land invasions receive a -5 penalty, but minion production is reduced by 25% to reflect the limited space. Desert - An extreme form of plains, this inhospitable landscape takes everything its lush cousin has and turns it on its head. In addition, the shifting sands makes natural burrows impossible. All spying and scouting attempts as well as all invasions against you receive a -2 penalty, but food and minion production is reduced by 25%.
- Frozen - *Keyword modifier. Not all locations are geographically ideal. The environments in the northern and southern lands can occasionally suffer from harsher weather than most. Anything with the Frozen keyword applies a -1 penalty to scouting and invasions, but 10% reduced food and minion production. - Tropical - *Keyword modifier. Residing near the center of the map brings about more lush and prosperous locations, but the closer one gets to the World Tree the more dangerous things become. Anything with the Tropical keyword applies a 10% bonus to food and minion production, but receives a -1 penalty to their Random Event roll.
Tropical Island, not because of the bonus' mind you but its very much perfect for what I want to do.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Mon Sep 16, 2013 11:10 pm
|
|
|
|
|
|
|
Posted: Mon Sep 16, 2013 11:13 pm
|
|
|
|
|
|
|
|
|
Posted: Mon Sep 16, 2013 11:16 pm
|
|
|
|
|
|
|
Posted: Mon Sep 16, 2013 11:47 pm
|
|
|
|
I would say you can pick your modifiers and describe it however you wish. If it's a fertile tundra it's probably plains. If it's sandy and/or barren it's probably desert. Island will be surrounded by water, no matter how cold.
Minions run the gambit of the bestiary. In icy places think things like yetis/ice giants/ice trolls, kobolds are ALWAYS willing to follow a dragon, maybe a random human settlement, goblinoids and orcs could probably be convinced to move up, wolves and other local critter residents, maybe an efreet or elemental on the upper ends of magical research. It's a big list.
Yes, steel knowledge exists, though you may have to research or trade for the knowledge if your minions don't have enough points in crafting. Dwarves will provide crafting bonuses, but we'll get to all of that when we get to the minions and technology choices.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Tue Sep 17, 2013 3:24 am
|
|
|
|
|
|
|
Posted: Tue Sep 17, 2013 2:12 pm
|
|
|
|
|
|
|
|
|
Posted: Tue Sep 17, 2013 2:27 pm
|
|
|
|
|
|
|
|
|
|
|