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Kingdom Interest check

Overlord Chou

Junior Member
Hello all. I had a lot of business in real life. It's settled and just making sure people want to play Kingdom.


The point of kingdom is to make up kingdoms with perks, flaws and govern them. Each player can have multiple kingdoms. There are three main stages, and basic rules.


1:. Have fun.


2: Do not be a dick.


3: Three kingdoms max a player. ( The main world is huge compared to Earth.)


4: No God moding as there are weaknesses to everything. Including magic tech space ships and Kaiju. No kingdom is invincible.


badically just a exercise to making up and role playing with nations.
 
Yeah here is list of traits in kingdom building. Positive and negative. Working on pick limits. Culture and background up to players.


 



Good Traits:


1: Super human: All residents of this kingdom for some reason are just


plain better. Not by a lot, but helps.


2: Beast Tamers: Able to use amazing animals in life. From modest work


to warfare. Need monster weakness though.


3: Magic sensitive: like super human, all residents of this nation have an attuned sense for magic, making better magic users.


4: Technology Boost1: Now in the Renaissance.  Guns exist but not wide spread and so forth. Bombs are real too.


5: Tech Boost2 (Need 1): Steam Punk now. Guns as Advanced as Wild West Days with Hot Air Balloons, trains, and such.  Can have rockets/early missiles now.


6: Tech Boost3 (Need 2):  max level. Now crazy good. Electricity via science is happening, with electric weapons. Rapid fire machine guns, flame throwers, robots, cars, flying machines, and so forth.


7: Bounty: Lots of food.


8:Mineral rich: Better mining.


9:Noble Empowerment: Your nobles in this nation have super natural


power, making them more powerful than "regulars." (Includes the other


stuff.)


10: Elites: The men folk in the Army have among the best training


known, and are in good shape for war.


11: Amazons: The women fight too. Adds to army size.


12: Big Country: Can be bought up three times. As it says, it makes it


*BIG*.


13: Masses: Lots of people. Up to 3 times to buy.


14: Piety: Your folk have a sense of religion, and it pays off.


15: Divine Help: Religion based magic spells/units.


16: Married to the Sea: Your naval skills are awesome.


17: Mountainous area: Your country exists in mountains, easy to defend.


BUT harder to grow food (No bounty buy.)


18: Magic Masters: Worth while magic troops/leaders. Including spell


types and amount.


19: Magic Artificer: Capable of building magic gear. Costly though.


20:National Treasure: Already have magic stuff. Lots of magic toys.


21:Rich: your nation has lots of money.


22: Alchemy: Science/magic! For many interesting results.


23;Master Hands: Crafts of all sorts of life are amazing here.


24:Educated: Their all smart!


25: Special Training: Special units, got to explain though.


26: Ether Tech: High tech with Magic. For interesting results. Magic +


Tech for the win. Magic Artificer + Tech3.


27: Rare Resource: Something valuable in your land. REALLY valuable.


28: Amphibious: Can live on land and in water.


29:Summoners: With Magic Masters and beast Tamers can conjure up beasts to fight for you, upgrades with Here lie Dragons/Beasts of Fantasy.


30:Hire Hands: Rich enough to have bonus troops considering your


situation.


31: Good relations: People like your side.


32: Good Spirits: The common man of your kingdom/race. Loves you. They


all do, including their families and stuff.


33:Beasts of Fantasy: Need Beast Tamers and Here lies dragons. You get


stronger monster units.


34: Blessings of the Underworld: Your people feel well at home in the


underground/world. Lots of cool stuff and mentality to make it work.


Even live there.


35: Our Gods Walk Among Us: Access tech and magic to good degrees. Need


penalties though. Only way to add  celestials to Kingdom.


36:Healthy Life style: Things are better over all.


37: Tolerant: This means other peoples will like to join them.


Including non humans, even mutants! (They just need to not use evil


magic.)


38:  Adaptable: Due to a connection to the World Host (Mana) your


people can live damn near anywhere.


39: Loving Sea: Get lots of food from it and good travel.


40: Giants: Your people are HUGE.


41: Relic Tech: Have access to ancient tech. Not magic, but "tech."


just so advanced, looks like magic.


42: Mighty Ancestors: Your ancestors did such great things their memory


is legendary. Keep them pleased and you'll get boons from them.


43: Gift of Flight: Your people, can fly.


44: Re-Incarnation: When your people die, they die. But their souls do


not go to the After Life. They become alive again, in a new body.


(Must buy non human for this trait.)


45:Nature Harmony: This nation, the "land" and the people understand


each other. So benefits.


46: Mighty Tome Archives: Your race loves knowledge and magic so much


they made a "great library" for them. Lots of spells and ideas in those


halls.


47: Brilliant minds: Your kingdom has extremely smart people who are good at their studies, warfare included.


48: Bio Mass Control: Control rate and kind of mutations, per mutation.


49: Love Adventure: Easier to make units to go out into the world, to


explore.


50: Psionics: Everyone is a natural psion to boot.


51: Mobile Fort: Getting a whole fort to move on wheels and such.


Highest technology of Land homes.


52:Flying Castle; Needs Ether Tech. But with this your able to have a


flying castle or two. A mobile home that can rain down death from the


sky and even land.


53:Collective; Roll 1 die, 6 sides. Number times 2. Most races allowed


at start of game is 12. (6 sided) And well yes. Start out with that


many people, that much more variety.


 


54: Geno Makers: Magic Tech and Monster tamers needed, now have artificial made monster servants to help out your kingdom’’s needs.


Also it should be noted you do not have to be human. Human is default.


Note that multiple races can exist pre kingdom.


 


55: Essence Power: Have access to Ki/Qi/Chakra/Prana based powers. New school of spell thought and martial arts.


56: Space Tech: With Ether Tech and Relic Tech. Able to master, reproduce and improve tech to point of flying into outer space, laser weapons, and so forth. Ultimate tech level.


57: Pet Kaiju: Need rogue Kaiju. But with this have access to ultimate sized monster units.


58:Animal Control: Able to control monster units on command, any and all, so no need for capture and tame missions anymore.


59: Ley Lines: The land of your kingdom is rich in magic energy. Ley Lines, Mana Pools, Soulnados and so forth. Extra energy to draw from.


60: Multi Dimensional: Must be non human for this, you have a foot hold in two planes thanks to a nearby dimensional gate.


 


 


 


Bad traits:


1: Angry Peasants: The common people do not like you.


2; Damn Mobs: Super form, they REALLY do not like you.


3: Monsters: your nation has fearsome wild beast who make life hard.


4: Hive Mind: One ruler rules all, the ruler is in all their minds. It


has no inner strife. But due to one mind, progress and such are faulty.


Also rulers are needed or it goes to Hell.


5: Superstitious: They do not like magic, and shun it.


6: Bad Soil: Farming is not so good here, so less food.


7: Godless: Instead of Piety/Divine, no worship of God in any form,


this is a bad thing. And it shows.


8: Debt: At the start, your not rich, your poor, dirt poor, so poor at


first you *HAVE* to make deals for money loans or try to conquer a


place of it's worth.


9: Hollow Earth: No treasures in those hills/mountains.


10: Wicked Sea: Your people are not that good at navy related things.


11: Scattered people: Your nation, is not a true unity. It is made of


groups of people. And for the most part, they do not get along with each other. 3 time level.


12: Tiny Nation: Can be taken THREE times. It makes you small. At max


your no longer a country, but a city state. Yes, a city state. The


kingdom is just ONE city!


13: Dumb as a rock: Stupid people for the most part.


14: Strife in the court: The government, does not work well together at


the moment, watch your steps.


15:Bad relations: Your neighbors hate you.


16:Dirty : More likely to catch diseases.


17:Rare Magic: Yes, harder to come by here.(More expensive.)


18:Cursed: For some reason, they have bad luck.


19: Here lies Dragons: Super form of monsters. Yeah, bigger monsters.


20: Civil War: Your not even a full country at the start, your fighting


to become ruler. THEN have to rule!


21: Eternal War: Your nation loves war. So much peace trade and


alliances are lame! You better be strong for this.


22: Meek: Not use to fighting. War skill is less.


23: Bad hands: Tougher time building.


24: Barren: For some reason have less likely chance to have babies. So


less people.


25: Strange Wilderness: Some spots of the land are just too bizarre for


words.


26: Blood Debt: have to make blood sacrifices every day. This makes you


"Evil." to most.


27: Dark Pact: The truth is the Rulers of this nation made a deal with


bad forces. Get units/magic. But at costs. (Chaos,Evil,Demons,etc.)


28: Poor magic skills: You get magic! But VERY limited. And most of the time 


29:Raging Barbarians: Pretty much the 'Monster" flaw. But humans, not


beasts. They do not have magic.


30: Greedy Leaders: Projects cost more cash.


31: Close Minded: They are not a tolerate people in regards to "other"


cultures. Or ideas in general.


32: Zealots: More extreme form, convert or die.


33: Being Non-human: Other races (Human mostly) will not like you.


34: Cruppy resources: In general, hard to come by.


35: Raging Hordes: Mean non-humans invading your land. And they will


come back with time.


36: Blight of the Undead: Like the other invader stuff. Only it's the


undead.


37: Hell Maw: A pit in the land that minor demons escape from. That's


pretty bad.


38: Underground Horrors: Tunnels under your land. Creatures exist


their, and their making caverns to invade.


39: Angry Sea: Sea monsters, pirates, rough tidal currents/etc.


40: Chaos Taint: Part of your land, is no longer safe. Not to mention


chaos monsters.


41:Poor Tech: Instead of medival level, now Greco-Roman.


42:Poor Tech2: Think Mayan/Aztec levels of tech and some Egyptain.


43: Alien Minds: Your people cannot comprehend other cultures. Just


noise and randomness.


44: Escapist: (Another form of Angry Peasants/mobs.) Your people are


not happy, to the point their willing to move to a nearby nation. The


nicer, the better. Watch your borders.


45: No thumbs: Not only non human, but cannot use tools!


46: Poor Tech 3: Now stone age. Literally.


47: Slow: Takes longer to acknowledge things, so less fight/ movement


rates.


48: Magic Marauders: Like Barbarians. This time the race invaders have


magic spells.


49: Ruled by Fear: Lack of exploring as due to past, they are afraid of


the outside world, and rather not deal with it.


Less adventure/travel rate.


50: Baby Snatchers: They are hated for one thing this kingdom does is


raid others, take their kids and raise them as their own. Total mind


wiping/enslavenment.


51: Weak tools:Materials are crappy so weaker constructs.


52: Harder to Defend: No real forest or hills, or mountains. It's all


flat and easy to access. Making it harder to defend in bottle necks,


flanking and such.


53:Super Racism: only one race in your nation. All other races,


regardless of nationality will be put to death.


 


54: Poor Tech 4: Your Kingdom and race has no technology at all. Need to be


"really" hardy and strong to survive. CAN have tech. Just someone else needs to teach you how to use it.


 


55: Pact Spells: In order to cast magic your spell casters must be in pacts. So, no piety and weird demands.


56: Alien Invaders: Aliens Invade once and a while. Saucers or lavaos lites by your choice.  Either way they come from the Heavens to wreck your stuff.


57: Rogue Kaiju: Giant monsters, really big mean ones at that and heaven help you should they take interest at wrecking your stuff.


58: Animals Hate You: Opposite of Animal Control, no monster units, none what so ever, animal creatures simply hate your guts.


59: Weak Mana Field: Opposite of Ley Lines, your land is tapped out, so weaker energy pool to draw at kingdom casting.


60: Hostile Realm: Must have non human. Your in a hostile, harsh plane and no gate to Earth like world, and your border is cornered by rough npcs
 
The prospect of following straight monster/animal control path would be fun..
 

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