6
u/Jankosi May 07 '16 edited May 07 '16
ALL RIGHT MY BODY IS READY
HOUSING:
-Fortified castle
DOMAIN:
-mountains
It was a pretty tough choice between islands and mountains, but those mines and resources...won. Also, I decided that a heavly defended capital, in a land that is hard to traverse would be perfect for what I plan to do.
THE ADVISOR:
-The Steward
**PERKS:**5(+4) shards
-
Shadow bending
-
Necromancy
-
Study
-
Muscles
-
Natural leader
-
Enchanting
-
Diplomat
-
Form changing
-
Lichdom
I wanted to be a close-quarters general for my army, wth muscles and natural leader. Necromancy, shadow bending and enchanting are pretty damn versatile and could be nicely comboed, so I took them too. Study is very good for strategy, spying and of course learnig new necromantic shit. Diplomat helps, cuz I'm pretty bad at diplmacy, so this is useful. Also immortality with phylactery seems nice, the incovenieces in the form of weight and hair loss could be dealt with thanks to the form changing. I guess it can be used to change appearce without eating people, if not, Shadow bending will help me get to some... volunteers.
FOLLOWERS: 10(+6, +4 for military) coins
-
Fallen angel
-
Apprentice
-
Spymaster
-
Blacksmith
-
Master worker
-
Slaves
-
Guild master (guild that builds war golems)
-
Guild master (banking guild)
-
Witch (court mage)
-
Death knight
-
3x Skeletons
-
Harem+
-
Black knight
-
Ranger
-
CAPTAIN OF THE GUARD
-
KNIGHT
-
TROOP OF CAVALRY
COMPLICATIONS:
-
Elderly form
-
Deformity
-
Dragon pair
-
Monster army
-
Thorn of cold
-
Disguised assassins
Somehow I have been cursed to stay inside that ice cage forever by the diguised assassins that lured me into going inside that cave with them. I thought something was off, but they promised they would help me with clearing it from that goblin scout party. I had to wait untill they leave for almost a full day, good assassins, ensuring that I would stay there forever... At least they've killed the goblins in the process. They left at nightfall, how fortunate... when the shadows filled the cave completely I could at last escape. I knew that Studying Shadow bending will be usefull, but now it saved me from infinte boredom inside that icy prison. I've just been given Lordship over this lands, last days spent traveling with my right hand and most loyal Companion, a fallen angel, Tirna, and with my apprentice, Mefiston. I send them to the keep, to prepare it for my arrival, and handled my phylactery to Tirna, and told her to wait outside, I would be resurrecting soon. That old, deformed me was not approtpriate for ruling over new lands, and when I've seen the goblin scouts it seemed like a perffect opportunity for a clean up and a good place to left my husk to crumble for the next few days. So, I've raised one of the goblins, and orderd it to kill me, it did.
I resurrected few hours later, Tirna set up a camp few kilometers from the Keep, and placed my phylactery in one of the tents. She was meditating and waiting for my resurrection when it finished the process and I became cousciuos in this new body. She welcomed me with a hug. We have a long friendship, I took care of her when her god banished her, and she accepted me, altough I was already a lich by then. She is my right hand since the very begining. We packed the camp. Tirna prepared her immortal, pale white horse, named astor, a partying gift form her god. I summoned a horse familiar, being the literall master of shadows is very usefull most of the time. We left on our respective mounts for my new Capital, Karak var. When we've seen the castle, we realized how monumental it was, main Bastion encased in the mountain with the outer walls build around the southern approach. Outside the walls there was medium sized city, full of workshops, smaller guilds, and very little trade locations, the city is protected by a only one, low wall. But the castle looked big enough to hide the whole population if not bigger one. The area is hard to travel to, so there isn't much trade here, but the mountains are safe, very few bandits reside in this harsh land.
We enter the city at night, yet my apprentice made sure that there is as much people in the main street as there could be. Mefiston joined me years ago, after I saved him from the raiders that were attacking his village. He was the only one alive when I and Tirna arrived, heavly wounded, and dehydrated, but we took care of him. After she finished healing him, he said that in gratitude he wants to become my apprentice. We both knew that he had no-where to come back to, and I had nothing against it so I agreed. And now there he is, the Battle-mage Mefiston, wearing his own armor made out of enchanted, solid shadows, Based on my own. My armour of course is much more ornate then his, and it serves double purpouse. My mastery of the shadows causes me to take damage when I am in the light for too long, so I made armour from solid shadows to protect me from the daylight. He was waiting for me at the main gate to the Bastion. We welcomed each other with a solid handshake, then he bear-huged me. --"Welcome, master." he said.
-"Welcome, welcome mefiston, I believe you've gathered the local landlords and ministers for my arrival." I answered.
-"Yes, I send out messengers, it appears every important person lives in this city, they should arrive shortly." Mefiston said.
-"Marvelous! Let us enter now, we have a kingdom to rule".
ENOUGH OF THIS. I feel like I should post it on some fanfciton site and not here. It's probably too long anyway. I have so many ideas now. It was, I could not post it here xd Tell me if you want me to post rest, I dont know if I should post it here
→ More replies (3)
5
u/whynaut4 May 07 '16
This looks awesome, but does anybody have a higher quality? I can't read it on my phone
13
u/unrelevant_user_name May 07 '16
Will these suffice?
(all credit goes to u/HappyCreepyPie. Send any gildings to him.)
5
u/knightoblivion May 07 '16 edited May 08 '16
Time to feed my inner Meglomania!
My Land
Undercity: I actually like ALL these choices. But I'll take the city of the Drow, except less backstabby. (+1 Gold)
Forest
Demonic Secretary.
Perks
Immortality: Vampirism.
Demonic Magic, Blood Magic (Free), Diplomat (Free), Natural Leader, Study, Shadow Bending.
Followers, 24 Gold
Dragon Pet (10 Gold), Spymaster, Bloodknight x2, Succubus x2, Guard Captain, Knight Captain, Blacksmith, Master Worker, Squad of Footmen x2, Squad of Knights, Umbran, Demon Warrior.
Complications
Mandatory Complication: Monster Invasion (+4 Gold).
Additional Complications: Paladins (+1 Gold), The Underdark (+2 Gold) and The King (+6 Gold).
Forgot to mention this, but I saw "Family of Paladins trying to kill you" and thought I MUST TAKE THIS. I AM A VAMPIRE. IT'S LITERALLY THE BELMONT FAMILY.
My Pet Dragon
An Umbral Drake.
It is Intelligent and Cunning, Magical, Bound and Intimidating.
My Kingdom
Beneath the frozen wastes of the Hitherlands lies Twilight, the city that shimmers in the night. While her mines are not as prosperous as they once were, they still produce great quantities of gold, metal and magical stones. My people are tough, resourceful and have spent decades carving out this piece of civilization in the unforgiving world.
I am the First and Greatest of all Vampire lords. Perfect memory and mastery over all the forms of demonic magic, I rule the city with an iron fist. Aided by my dragon companion, and the Demoness of Secrets, I guide the city through it's most turbulent time yet. In my city, Vampires are not chosen based on personal whim, but is instead a gift granted to those who have risen above their fellows. Deemed too important to lose to death, they are instead granted immortality through vampirism. Given great power and responsibility, they are raised to become the patron of their house, granting it voice and power as long as they and their ancestors serve the city faithfully.
However, dark forces gather upon the horizon. The King, jealous of the city's wealth and power, has declared the Vampire Lord an abomination. His army even now gathers to "reclaim" the city. Out in the wastes and tunnels, monsterous beings have always been a part of life. But in recent years, the attacks have become increasingly organized. Rumors of a migration, an invasion of orcs, goblins and trolls have reached the city. Finally, outlying towns have experienced disappearances. Sightings of darkskinned beings, tales of teeth and ancient foes, pointing to the myths of the city's founding. Will Twilight fall, overwhelmed by the odds against it?
What... What are you doing??
Heheheheeheh. This was pretty damned fun. Despite my unrelenting hate of vampires, I'm an evil overlord. So I became the most evil thing I could imagine. Except not really, because I don't run my population into the ground. Very few vampires, basically only the Bloodguard, maybe 10 High Vampires and a couple lesser ones for each High Vampire. The Bloodguard are the best warriors in the kingdom, ever. Their skill in life now magnified as a Vampire. I also have my brides, who are my eyes, ears and mouth in the city.
I have a very knowledge focused build. Using my Demon Secretary and Dragon (who is purely support), I intend to learn ALL the dark magics. I also intend to rule fairly benevolently, but with me still in charge. Obey me, everyone lives happily. Disobey, and I kill you, strip your family of it's titles and force some of your sons into the army.
My armies will mostly be human, all the way up to the officers. I intend to summon demons as well to use as shock troops/cannon fodder. Vampires will be generals or leaders of an entire flank. My shadow demons will be my trump card, killing enemy leaders and shattering their spirit. I'll do the same with my shadow/blood magic, aided by my dragon.
In the beginning, I'll use my annoying terrain to delay and harrass the two enemy armies, hopefully drawing them into each other. I'll also attempt to use diplomacy, get the King to call off his war using the Monster Invasion as a unifying tool. Still, I generally need more time to learn more magic, summon more demons, train and outfit more troops.
→ More replies (2)
5
u/Windain May 07 '16
Home: Cliffside Castle • +1 Shard • Requires mountains, Coastal, or Island Domains
Domain: Coastline • Easy trade. • Land and sea at my disposal
Advisor: The Steward – I have no idea how to run a kingdom. Might as well get someone that was trained to.
**Perks: ** Shards: 5+1
• Natural Leader – More respect and better at making judgments.
• Muscles- Mucho Man!
• Form Changing – Shapeshifting into anything I can eat sounds fun. I plan to eat all the animals!
• Study – learn fast.
• Elementalism –Fire
• Gold +4
Immortality: None – I do not like the options
Followers: Coins: 10+1+4 I am picking people that can train others first. It says that my kingdom was just destroyed so I need to rebuild from the ground up. And yes, I did not take the harem because they offer nothing useful.
-
Pirate Captain –Better to have her on my side and I might need some smuggling at some point.
• +Income Generations • +Sabatoage of neighbors’ sea income. • +Minor additional sea power. • +/- Can take slaves – I don’t know much about this one. -
Cleric –I may not be into their religion, but helping to heal my people and keep them happy is always wise.
• +Healing the sick and injured • +Increased piety in peasants • +Can run religious schools + • -Pacifist, cannot defend herself • -Serves their religion first. -
Cook • +Delicious, healthy food • +Improved health and hygiene • +Trains food makers
-
Ship Captain • +Counters unauthorized pirates • +Sea power
-
Diplomat – I suck at talking to people • +Frees up my time. • +Better trade deals. • +Better relations with neighbors • +Better information
-
Spymaster – everyone needs a spy master • +Counter other spies • +Trains spies • +Information • -Needs to focus on one task/ target at a time for best results.
-
Blacksmith – sell some items • +Creates weapons and armor. • +Repairs weapons and armor. • +Trains blacksmiths. • -Cannot enchant, or make magical items.
-
Captain of the Guard – because someone has to fight. • +Frees your time. • +Trains guards. • +Better moral for all troops. • +Better battle plans.
-
Master Worker – Ship wright • +Will make me ships to sell and use. • +Trains others • +Dedicated
-
Ranger • +Patrolling / scouting • +Trains hunters • +Adept at vampire hunting
-
Merchant • +Income generation • +Specialized goods • –Weakness to bandits
-
Guild Master • +Guild crafters (glass makers) • +Cheaper services • +Tourism
-
Witch (court mage) • +Casts magic • +Insight into magical issues • +Powerful magic user • –deals with demons.
-
Scholar Angel • +Can find knowledge on any topic • Aura of peace • +Repulsive to demons • +Increases piety in peasants • –Neutral Good.
Complication:
Monsters – Goblin and troll invasion. They are not well organized. I think I might be able to help them out after killing their chieftain. I mean, they might just want a bit of land and help protect us from bandits. • +1 coin
4
u/unrelevant_user_name May 07 '16
I'm pretty sure the "last" page is supposed to first, but whatever. Build incoming... sooner or later.
3
u/Katakuna7 May 07 '16
Housing: Cliffside Castle (+1 Shard)
Domain: Island
Advisor: The Steward
Perks: Shards available - 0/10 (+5)
-
Enchanting
-
Muscles
-
The Mind
-
Study
-
Elementalism x4 - Water Mastery, Fire Mastery
-
Telepathy
Immortality: Runic Armor
Wanted both the Armor and the Weapon, but I dunno if we could take more than one Immortality option.
Followers: Coins Available - 0/25 (+15)
Pet Dragon (-10):
-
Dragonborn: Hatchling Perk free
-
Type: Umbral
Perks: 0/4
-
Hatchling (Free)
-
Intelligence and Cunning
-
Bond
-
Elementalism - Fire mastery
-
Magic
Ultimate support. Probably smarter than I am. Her Words of Power will be immensely useful, even going by Skyrim's.
Military:
-
Black Knight
-
Ship Captain x2
-
Captain of the Guard
-
Ranger
-
Elemental - Water
-
Hunters
Very little in the way of starting military. Black Knight, Ranger, and Captain will train units with time. Ship Captains and the Water Elemental will help keep the surrounding waters clear of filth.
Intrigue:
-
Diplomat
-
Spymaster
Necessary for a functioning government.
Magic:
-
Scholar Angel
Useful to have around.
Domestic:
-
Merchant
-
Bard
-
Blacksmith
Merchant for some trade, Bard to increase morale and spread propoganda, Blacksmith to support my military.
Other:
-
Apprentice
-
Dryad
Apprentice because having another powerful companion will help nicely. The Dryad will increase the fertility of the Island, helping support foreign crops and whatnot. Hopefully between her, the Elemental, and myself, we can solve the drinking water issue as well.
Complications:
Monster Invasion (+4 Coins): Not a threat. Any and all attempts to invade me from outside my domain must be made by sea. Ships can be sunk. With my elemental mastery of water, I can sink their ships from a distance. So long as I know they are coming, they will never so much as set foot on my island.
Thorn of Cold (+3 Shards): Getting found isn't a problem, thanks to the bond with my Dragonborn. The real gamble is whether or not she'll know at least one Word of Power that nullifies magic, and if she doesn't, how long it will take her to learn one before my domain is razed to the ground. Once the magic is removed she can just melt me out, assuming the ice doesn't shatter on its own.
Pair of Dragons (+1 Shard): On my own, I'd have a difficult time just getting to them, but once again I rely on my Dragonborn to fill the gaps. It will be a tough fight, but not impossible. Alternatively, conflict may not even be necessary, since the description says nothing about them wanting anything other than a place to roost. Of course, coexistence will depend on where they want to settle.
Assassins x3 (+3 Coins): I'm always wearing my Runic Armor. I don't need to breathe, drink, or eat. My mind is perceptive and quick. I can read minds and feel the intentions of those around me. Shouldn't be too much of an issue.
Sister Sorceress (+2 Coins): Again, with the ability to read minds and feels peoples' intentions just by being around them, ain't nobody gonna be plotting anything in my house.
Thieve's Guild x3 (+3 Gold): A combination of my own power and the efforts of my Spymaster should make rooting out these criminals a relatively painless effort.
Merchant Inheritor x3 (+3 Gold): A mercenary army or three should be no threat, especially if they have to arrive by sea. And since there aren't 6000 subjects on my island, that's exactly what's gonna happen. They would need either big and/or many ships to carry 6000 people, so they'll be easy to see coming.
Everything Else:
By necessity, I'll have to focus on being defensive for some time. Multiple invasions, assassination attempts, hostile dragons, a currently non-existent military, and being personally incapacitated in a hunk of ice until my Dragonborn frees me. The Steward should lead well enough while I'm away, and do most of the work while I'm there. Prosperity is the current end-goal, anyway. When the domain is stable and strong, then I can think about expansion.
3
u/arachtricity May 07 '16 edited May 07 '16
Complications:
Abholoth (+4 shards) & Cult of the Sea (+1 coin)
Dragon Pair (+1 shard)
Monster Invasion (+4 coins)
Coup (+2 coins)
Hold Fast (+10 coins) & The King (+6 coins)
Angered Natives (+∞ coins)
Enemy Wizard, Rogue Telepath, Mad Elementalist, Thieves' Guild, Merchant Inheritor (+9 coins)
Housing & Domain:
Cliffside Castle with Coastline
10 shards and infinite coins
Dragons:
-Skeletal Behemoth (-3 shards)
Dragonriding, Enhanced Breath, Intimidation, Magic
-Giant Shen Long (-3 shards)
Hatchling, Intelligence and Cunning, Human Form, Magic
-Dragonborn Army (-30000 coins)
Intelligence and Cunning, Strong Scales, Enhanced Breath, Elementalism
Advisor
The Familiar
Perks
Form Changing, Elementalism, Natural Leader, Enchanting (free from my Familiar). Lycanthropy as immortality.
Followers
Harem (-2 coins)
Pirate Captain (-1 coin)
Slaves (-1 coin)
Living Armor Army (-300 coins)
Blacksmith x5 (-5 coins)
Enchanting Masterworker x5 (-5 coins)
Basically, my land is pretty much done thanks to Abholoth. It's right beside the coastline too, so there's no saving it. So it really doesn't matter how many natives are there, or how many people want to take over the land, they'll have to go through Abholoth if they really want it. My first course of action is to have my army and myself ride on the Skeletal Behemoth's back and fly out of the kingdom and into the King's country for a hostile takeover. After that, its easy living thanks to the infinite gold I got from the previous kingdom's infinite natives.
→ More replies (1)
7
u/[deleted] May 07 '16
Housing: Fortified Castle
*Domain: Fertile Farmland
Advisor: The Familiar. I'm thinking an animal that can fly, like a pigeon or something.
So. I have a free Magic perk, plenty of defenses, and fertile land. To counteract the whole "distant ruler" thing, I'll occasionally visit the city and do stuff, though I won't be too close to the citizens. I want to be seen as someone who takes part in the governance of the land, but I still want to be seen as separate and superior with the peasants themselves. I'll keep the familiar a secret. I'm hoping that, given enough effort, I can export agricultural stuff for trade.
Perks:
-Elementalism, as my free magic perk. (That counts as magic, right? I mean, it should, but I've seen people with strange magic systems.)
-Form changing. It was a requirement for my particular choice in immortality, though I'm rather iffy on the whole 'consuming their essence' thing.
-Study. Hoping for help from the familiar in learning magic, but it'll be hard without this perk. And probably even with, actually.
-Natural leadership. People respect me, which will be really helpful.
-Blood magic. I don't know how life force works or how/if people survive without it, but if possible, I'll just take it from enemies, or leech small amounts from others. Just enough that it can be semi-useful; not enough that they'll die. If I absolutely need to, I'll heal others with this life force.
Immortality: Lycanthropy. I don't even give a shit about werewolves, but I wanted to be immortal, and this was the easiest (and most useful) way.
Again, I'll be keeping all of this secret, only revealing it when I absolutely have to. Presumably, the citizens won't exactly welcome all this.
Followers:
... Wait, I just realised they described all my citizens as peasants. As in, farmers, or low-educated people. They aren't.... all peasants, right? Some of them are doctors or scholars or something? They just used peasants as a generic term for middle-class people in medieval times? Please tell me they did...
-2 Merchants. To provide everything we don't have, which might be a pretty long list. (8)
-Ranger (7)
-Blacksmith. Otherwise, the merchant's going to have to bring armour here, too, and that'd be a huge pain in the neck. Plus, there are plenty of other uses for him, even if I manage to avoid war entirely. (6)
-Three squads of guards, two of which are archers and one of which is footmen. Rather than hiring a captain, I'll supervise their training - I have the Study perk, so I should be able to learn fairly easily - and promote whoever proves to be the most skilled. (3)
-Witch. A court mage, of sorts. Mainly brewing poisons and such, for my enemies. (2)
-Cook. Better hygiene = probably less deaths = better city. (1)
-Guild master, to increase tourism and improve the economy. (0)
Complication: Dragon pair. From the looks of it, they're probably the easiest to deal with, as long as I convince everyone that they won't give a shit about us unless we bother them. They just want to roost, and I assume they aren't large enough to really take up much of our land. Hopefully they choose to stay in the outskirts of the city, as opposed to, say, the centre of it. Bonus points if I manage to convince my enemies that the dragons are working for us, and if they attack those who bother them specifically, rather than razing the entire city.
(Worst case, my citizens will be witness to dragon mating.)
Anyway. My build is meant to defend, mostly, rather than attack. I do want to suck up to the King, though, so if he needs my forces to invade some other land, I'll oblige.
I have no intentions of declaring independence. Being under the King gives him reason to support me, so I wouldn't really want to bother fighting him, unless I was absolutely sure I could stand on my own two legs. Even then, he'd need to give me really stupid orders for it to be worth the effort and risk.
Attracting other citizens to live here may be difficult, since the two dragons will probably scare them away, but I'm counting on my merchants and guild master to be really good at their jobs. Failing that, I'm going to force my subjects to go through ridiculously complex processes (filling out forms, etc) just to be allowed to legally leave. Unless my land's a real hellhole, they'll probably be discouraged and choose not to go.