 |
|  |
 |
|
BigRich
|
|
|
|
Warlord
of the Trentan
|
May 2001 time: 11:32
| |
|
|
Thanks - it's good to be back! Thought I'd post something else that I came up with on the way to work. Not sure if it's attached to the most appropriate fate event (or if it really fits to any of them ) - this was really a case of 'write it down and then find somewhere to put it.' 
As an aside, I know the CB forums are pretty much borked at the moment but are there any backups, personal scribbles & notes etc. that could be dug up and posted here. I was thinking of the Candle'Bre history and timeline stuff in particular because having them available on these forums would make it much easier for people to put flavour texts together.
A long shot I know,
Rich.
Name: Laborer’s Movement
Effects:
Craftsmen from around the Realm band together to demand better working conditions and treatment.
* By all means, our labor force is the backbone of our economy (-600g, gain +1cp's per turn in every province you control, and gain +2gpt in every province you control until the end of the game)
* No! Working conditions are fine, and the Crown will not hear of yet another drain on our limited resources! (loyalty cap drops by 5%, and loyalty in all provinces you control drops by 15%).
Flavour text: Do not dismiss a man until you have taken his measure, for hidden talents may spring from the humblest of places. We, the nobility, would do well to remember this.
The journal of Randall Fury.
Last edited by BigRich on 15-02-2005 at 09:38
|
|
|  |
 |
|  |
 |
|  |
 |
|
BigRich
|
|
|
|
Warlord
of the Trentan
|
May 2001 time: 11:32
| |
|
|
Following on from Ravagon's post I thought I'd jot down the details I've found of noted Candle'breans. Gotta love staying in a bed & breakfast with broadband access 
Free Folk of Trentare.
Armando the Wanderer
The first historically recorded leader of the Trentan Free Folk, although the lineage of these proud people is rumoured to go back far beyond the founding of the Kingdom of Candle'Bre. Instrumental in guiding a small band of refugees away from the ruins of the Old Kingdom to the relative safety of the Basin.
See stickied thread 'Flight and Founding" for more details.
Sevren Redbeard.
Everyone in the kingdom knows the name Sevren Redbeard. How he happened upon a band of refugees being run down by an entire column of Mercenaries, Rock-Beasties, Nilrogg, and other assorted foul creatures. How he held them off for as long as he could.
Alone.
It's the most famous story in all of Trentare (and quite possibly in all of Candle'bre), and it, more than any other tale, made the members of the Bordermen almost legendary. Single-handedly, one Borderman stalled the entire column for four and a half hours and cost the Dark Lords more than two hundred men. His body was never found, but years later, when peace returned to the land, a statue was erected in his honor.
House of Fury
Sir Kenna Fury
Present day ruler of the House of Fury, this stern and honourable man does not suffer fools gladly. A man who inspires fierce loyalty in his allies and who has earned if, nothing else, the utmost respect of his enemies.
Randall Fury
A relatively minor noble of the House and certainly regarded as such by his more accomplished relatives. Randall did however have something of a gift for inspiring loyalty in his men - mainly by not giving an order or assigning a task that he was not prepared to carry out himself.
Although he disappeared in mysterious circumstances whilst on a standard border patrol against the Nilroggi, fragments of his journal have been recovered.
Castillar
Arliss Castillar
Leader and spiritual guide for the original band of refugees that were to found the Kingdom of Candle'bre. Arliss was able to overcome his ingrained distrust of Magic long enough to ensure the survival of the refugees. It is debatable whether the present day Church could say the same.
Perrin
A young man training for the Priesthood under Arliss Castillar, it was his fate to become the first King of Candle'bre. Although he had the outright support of Fury and Castillar, King Perrin was wise - and just - enough to treat all the developing factions with an even hand.
Council of Seven
Placeholder
The Wizards
Lady Dierdranna
The enchantresses of the Old Empire were perhaps less learned than the Wizards but certainly much wiser and more compassionate. Lady Dierdranna possessed these qualities in abundance as well as no small amount of power. Acting as the focus for the God's Teeth spell, it could fairly be said that she was directly responsible for the creation of the Candle'Bre basin.
Merwynnar
Leader of the Eight Wizards who accompanied the refugees in their flight from the Old Empire - albeit disguised as humble clerics. His desire for power and learning led him to strike a foolish bargain with Jacob Mourngrym to obtain the legendary Tome of Talesian. Perhaps fortunately for everyone else concerned, this bargain was dissolved by Merwynnar's death at Thunder Hill.
Mourngrym
Jacob Mourngrym
Founder of the House of Mourngrym and reputed to have been exceedingly weathy. Treacherous, ruthless, ambitious and cunning are some of the politer words that have been used to describe Jacob.
Other luminaries of the Basin
Professor S. Burns
Reputed by many to be the foremost scholar of the Basin, there are very few subjects which have not occupied this great mind at some point in time. His critics would accuse him of merely collecting facts with scant regard to original thought but this is probably because they have not troubled to read one of his many learned publications.
The Frustrated Poet
A wanderer of the provinces and a peerless observer of them all, with an unrivalled ability to bring out their beauty and special quirks in his writing. His closest friends nevertheless see in him faint signs of dissatisfaction or frustration with his work. For their part those same friends can only imagine what a 'satisfactory' poem would be like.
Veloricks
Traveller, philosopher and scholar, this mysterious figure can often be seen wandering the Basin, especially at times of great struggle or political upheaval. One leading authority has even theorised that 'Veloricks' is merely a title for an ancient and secretive order of guardians, or at least a corruption of a much older title. Whatever the truth may be, the records show that he/they have always been on hand to help the Kingdom of Candle'Bre at times of great need. Stories that Veloricks has oft been summoned to the councils of the great factions to lend his unparalleled strategic accumen do however appear to be merely rumours and hearsay.
to be continued....
Rich.
Last edited by BigRich on 04-04-2005 at 20:13
|
|
|  |
 |
|  |
 |
|  |
 |
|
ravagon
|
|
|
|
King
Australia
|
Sep 1999 time: 19:32
| |
|
|
Hmm. Well, it wasn't as easy as I'd thought and I think it's going to need a rewrite from pretty much the ground up (feel free to use/discard/horribly mutilate any of the following at will) with regard to idioms, language patterns etc, but here goes ...
[Posting them here so as not to clutter up the 'good' thread - Some moderator type can move 'em later if needs be.]
Velminster - Wizard and Sage. Extremely powerful wizard in fact, possibly the most powerful ever. Maintains havens in all of the five factions, is unaffiliated with any (although, obviously, has closer 'ties' to the wizards due to his extensive background in the magical arts) and has a tendency to wander from place to place for his own, unknowable, purposes.
Olo - Storyteller/Bard/Poet/General nuisance extraordinaire. If this were an rpg Olo would be a low-level bard/wizard (although not really too bright) but an extremely high level prattler (with particular emphasis on 'pratt').
Olo has recently taken up writing and has selected the almighty Velminster as the subject and tends to follow the great one around a lot asking questions and generally getting in the way. Velminster, being above such things as turning irritants (ie: Olo) into lesser irritants (ie: roaches, beetles and other creepy-crawly things) tends to put up with his presence with an air of resignation.
[Note: Names 'Olo' and 'Velminster' really need to be changed.]
Provincial
(Current Count: 33 (35))
Name: A Taste of Self-Governance
Category: Provincial
Effect: Your advisors are a forward-thinking lot, and they have fronted a bold plan to turn an increasing amount of governance over to the common folk. This move has understandably unsettled the Nobility, and following through with this idea will, no doubt, have far-reaching implications that will impact the very fabric of the Kingdom.
· Let us embrace this new idea and welcome the commoners as something closer to equals! (-150g as appropriate infrastructure is put into place. Loyalty drops by -20%, kingdom-wide as the Nobility in your realm resist this notion, and revolt risk in every province you control increases to 3% for the next 12 turns). Loyalty cap drops by 10% (more freedoms for people, less governmental control). Revolt in your two lowest-loyalty provinces. Growth rate in all provinces you control is +0.05% per turn higher than the norm, tax rate increases to 0.0017 (from 0.0015) for all provinces you control for the remainder of the game, and you see a research boost equal to (total taxes received * 0.04) per turn (points added to a random tech tree every turn)
· Too risky. An interesting notion, but the timing is off (no effect, Act of Fate is returned to your library, and may be activated later).
· Never! The position of the Nobility must be preserved and maintained. This move will weaken their control over the land, and thus, weaken our control over the Kingdom. (+250g as grateful Nobles replenish your coffers, loyalty drops by -15%, Kingdom-wide, and recruitment drops by -1 for the next 12 turns (disappointed Merchantmen and angry commoners refusing to support the Nobility, even at risk to themselves).
Other Instructions: (this event can only occur once per game, for each player)
Flavor Text: "Power to the people!" ~ Olo, self-proclaimed storyteller, bard, poet and philosopher in joyous celebration.
"You would be one of the people too, wouldn't you?" ~ Velminster, Sage.
Name: Children’s Crčche
Category: Provincial
Effect: Our wise men have come up with an experiment they wish to receive Crown funding for. It revolves around creating stronger infrastructure in provname$, specifically with children in mind, in hopes that the province as a whole will be improved.
· An intriguing thought, and yes! Let us fund and embrace this experiment to see where it takes us! (-200 gold , 12 CP’s to build, new graphic?) (When completed, population growth rate is +0.05% per turn in provname$, and loyalty cap is +2%).
· A good idea, but the Crown cannot afford to fund this venture at this time (no effect, act of fate returns to your library)
· Children?! Let their parents take full responsibility for them. The Court has no interest in such nonsense! (no effect, act of fate vanishes).
Other Instructions: (deficits are not allowed to pay the cost of this event)
Flavor Text:
"Truly, a concept out of its time." ~ Professor S. Burns at the opening ceremony of the first Creche in Candle'Bre.
"Brats! Wretched hell-spawned little monsters, every one!" ~ Professor S. Burns, two days later after the infants discovery of a heretofore hidden passage between the nursery and his personal library, and the ensuing chaos.
Name:Crop Failure
Category: Provincial
Effect: Sire, provname$ (and provname$, and provname$) is seeing its crops wither in the field, and their reserves of food are running low. They will likely not be in a position to meet their tax quotas for the foreseeable future. (provinces named must all be adjacent, and provinces you control. Income lost is 15gpt, for 3-6 turns. Number of provinces affected is 1-3 (random).
Other Instructions: Act of Fate resolves when received.
Flavor Text: "Reminds me of a story about an ant and a grasshopper." ~ Olo, Storyteller.
"The real question is whether you learned anything from that story." ~ Velminster, Sage.
"Be sure to have an ant around?" ~ Olo, Storyteller.
(Sigh) ~ Velminster, Sage.
Name: Death of an Heirless Petty Noble
Category: Provincial
Effect: A local Lord, ruler of a smallish estate has died and left no heir. By default, his estate becomes the property of the crown, but there may be other options worth exploring, in terms of how best to use this new land.
· Keep it, and incorporate it into the private Demesne of the Crown (take control of the lands, +100g, and +5gpt in provname$ till the end of the game)
· We don’t need it…let us gift this land to the Church (+1 influence per turn until the end of the game) (if the province contains magical buildings, it also sees loyalty cap reduced by 3%, permanently)(jealous dissident wizards, stirring up trouble now and again)
· We don’t need it…let us gift this land to the Wizards (+2 research points per turn, added to a random tech tree, as the land is turned into an haven for Alchemical research)(if the province contains magical buildings, it also sees -1 Construction Point, for the remainder of the game (scientific pursuits take away from the general labor pool)
Other Instructions: This act of fate must be resolved when received.
Flavor Text: "Wizards! Why does everything always go to the wizards?" ~ Olo, Storyteller
"Seems perfectly reasonable to me.” ~ Velminster, Wizard.
Name: Excellent Season
Category: Provincial
Effect: Sire, the Kingdom is thriving! Crop yields are up, and the people are growing more content by the month! ((random, 2-5) # of provinces you control gain +10gpt for 3-6 turns).
Other Instructions:
Flavor Text: "Reminds me of a story about an ant and a grasshopper." ~ Olo, Storyteller.
"Is there a moral to this story by any chance?" ~ Velminster, Sage.
"What's a moral?" ~ Olo, Storyteller.
Name: Famine
Category: Provincial
Effect: Hunger in (provname$) as food stores run dry. Our people there are starving! (provname$ loses 300-600, random population. Loyalty in provname$ drops by 20%. Provincial population cannot drop below 2000 due to this effect).
Other Instructions:
Flavor Text: Special of the day - Nilrogg soup - Sign on the door of the 'Green Nilrogg' tavern [Insert Candle'Bre-esque day/month of Famine event].
Under new management - Sign on the door the day after.
Name: Flashflood
Category: Provincial
Effect: Flash floods and freak storms are not common in the Basin, but when they occur, they can wreak havoc in the provinces….(Population drops by 100-300 (random), and province loses -15g for the next 6 turns as the damage is undone). Province population cannot drop below 2000 due to this effect. If you have troops stationed in the province affected by the Flashflood, those troops must roll a survival check (each unit has a 15% chance of being lost). Further, troops in the province when the flood occurs cannot leave it for 2 turns (as they remain and attempt to restore order). Leaders do not have to make a survival check. Provincial Improvements must also roll a survival check.
Other Instructions:
Flavor Text: "Water, water evrywhere and not a drop to drink." ~ Olo, Storyteller.
"Speaking, speaking all the time and nary a moment to think." ~ Velminster, Sage.
Name: GuildMaster’s Alliance
Category: Provincial
Effect: GuildMasters in provname$ take steps to streamline trade and develop local industry. (provname$ sees a +5gpt boost to its income till the end of the game).
Other Instructions:
Flavor Text: "It isn't a question of showing favouritism to the guilds. It's a well-established premise that the resulting benefits will be felt further down the chain and will ultimately extend thoughout all of society." ~ Unattributed.
Name: Improved Irrigation System
Category: Provincial
Effect: Sire, our learned men have come up with a new irrigation system they would like to test in provname$, and require funding from the Crown to make it a reality.
· Yes yes! Better irrigation will mean more productive farmland. If our wise men think they have found a means of improving this, then we should support it! (-250g, 12 CP’s to finish the project in provname$, and upon completion, you receive the following (permanent) benefits: +1 to troop training, + 10gpt till the end of the game, growth rate per turn increases by +0.05%).
· No! This seems like a fool’s errand, and there is no point spending gold from our treasury on such nonsense! (act of fate vanishes)
Other Instructions: event must be resolved when received. Deficit spending allowed to finance this project.
Flavor Text: "Seeing this contraption in action makes me wonder ... why doesn't water flow uphill on its own? ~ Olo, Storyteller.
Name: Indifference
Category: Provincial
Effect: The bloom is off the rose for us, and our populace is becoming disenchanted with the war effort. (loyalty recovery rate in every province you control drops to half normal for the next 12 turns).
Other Instructions: event resolves when received.
Flavor Text: "I don't think I've ever had a worse reception. It must be something in the water." ~ Olo, after being booed off the makeshift stage at the 'Green Nilrogg' tavern.
"This water may be worthy of further study. It would seem to impart the imbiber with an inordinate amount of common sense." ~ Velminster, Sage.
Name: Plague
Category: Provincial
· Effect: Plague strikes provname$! (Population there decreases by (random, 500-800), loyalty drops by 25% in the province, -1 to recruitment rate for the next six turns). Provincial pop cannot drop below 2000 by virtue of this event. If you have troops stationed in the province, they must roll a survival check (each unit has a 25% chance of dying, leaders are exempted), and these troops cannot leave the province for 3 turns (3-month quarantine period).
Other Instructions: event resolves when received.
Flavor Text: Some must be sacrificed if all are to be saved. - Extract from the Speech given by Dr Cornelius Sturnwaffen at the fourth annual Disease Control Symposium.
Fine words. As long as you're not one of those being sacrificed! - Found scrawled in an anonymous students notebook shortly thereafter.
Name: Population Boom
Category: Provincial
Effect: Sire, the population of provname$ has experienced an unexpected growth surge! (growth rate triples in provname$ for the next 6 turns)
Other Instructions: event resolves when received.
Flavor Text: "Wonderful. Many more impressionable young minds in need of my experience and wisdom." ~ Olo, Storyteller.
"Words fail me." ~ Velminster, Sage.
Name: Rivals (revisit this event…still needs tweaking)
Category: Provincial
Effect: It’s amazing how quickly flashpoints can arise. The wizards and priests in provname$ have never been overly fond of each other, but recently, that dislike has reached new heights, and the whole province is simmering with barely contained anger. Because mishandling here could cause the conflict to spill over into a wider area, the Provincial Governor has wisely sent a plea for assistance in resolving the matter to you.
· Force both sides to the negotiating table, holding balanced and fair negotiations which give neither side the upper hand. (-100g from your treasury, loyalty in provname$ drops by 20% as both sides loudly complain, revolt risk is 4% for the next ten turns. If you have any magical or religious buildings in the province, they stop working for the next 3-6 turns. Any revolt that occurs is 40% likely to destroy the religious/magical buildings in the province. Once the revolt risk fades, this province sees a +2gpt increase as both sides learn to work together.
· Force both sides to the negotiating table, holding negotiations but favor the Clergy in the province. (-200g from your treasury, loyalty in provname$ drops by 10% as the Wizards and their supporters complain loudly. Lose half your stored Mana, and Mana Producing assets kingdom-wide operate at half capacity for 3-6 turns. If the province contains magical buildings, this loyalty impact is doubled, and those magical buildings stop working for the next twenty turns. Revolt risk in the province is 3%, doubled if magical buildings are present. Any revolt that occurs is 55% likely to destroy the religious/magical buildings in the province. If you lose control of the province, it has a 10% chance of declaring for the Order of Mystics (if you ARE the Order of Mystics, then the province simply reverts to neutrality). This value doubles if the province in question borders Mystic territory. Once the revolt risk fades, this province gains a permanent immunity to corruption (grateful Priests fervently working on your behalf to keep corruption down in the province)
· Force both sides to the negotiating table, holding negotiations but favor the Wizards in the province. (-200g from your treasury, loyalty in provname$ drops by 10% as the Clergy and their supporters complain loudly. Lose half your stored influence, and influence-producing assets kingdom-wide operate at half capacity for 3-6 turns. If the province contains religious buildings, this loyalty impact is doubled, and those religious buildings stop working for the next twenty turns. Revolt risk in the province is 3%, doubled if religious buildings are present. Any revolt that occurs is 55% likely to destroy the religious/magical buildings in the province. If you lose control of the province, it has a 10% chance of declaring for House Castillar (if you ARE House Castillar, then the province simply reverts to neutrality). This value doubles if the province in questions borders Castillar territory. Once the revolt risk fades, this province gains a permanent bonus of +2 Construction Points per turn, or +20%, whichever is greater (grateful Wizards offering their services to construction projects in the province).
· Tell the Provincial Governor to handle it himself.
(no effect) (the consequences of this choice are not shown to the player, but choosing this option is the trigger for the event “A Regional Powder keg,” which has a 4% cumulative per turn chance of occurring for the player who got this event, beginning on the turn after this event choice is selected)
Other Instructions: If you lack the money to pay for some of the options, they are “greyed out” such that you cannot run a deficit to pay the cost of handling this problem
Flavor Text: "I can't imagine why the Count would feel the need to bring in outsiders for this sort of thing. I was perfectly willing to handle it." ~ Olo, Bard.
"Sometimes it is necessary to exude an air of detachment from the process. Besides, the Count had his own men with your particular talents should the need have arisen. ~Velminster, Sage.
"The Count had his own Arbitrators? Diplomats? ~Olo, Bard.
"Jesters." ~ Velminster, Sage.
Name: The Mob is Fickle (name revision?)
Category: Provincial
Effect: Sire, the folk of provname$ are becoming increasingly disenchanted with your enlightened rule….(loyalty in provname$ drops by 25%, recovery rate is halved in the whole of your kingdom for the next six turns).
Other Instructions: Event resolves when received.
Flavor Text: "I couldn't agree more. The Duke is a complete [insert mild Candle’B're expletive here]. ~ Olo, after a few drinks at the 'Green Nilrogg' tavern.
"I was only joking your honour. I was drunk at the time." ~ Olo, the next day, in front of the magistrate.
[Edit: Bother! The cut-paste has messed up all of the italics/bold text. ]
Last edited by ravagon on 09-03-2005 at 02:20
|
|
|  |
 |
|
BigRich
|
|
|
|
Warlord
of the Trentan
|
May 2001 time: 11:32
| |
|
|
Name: Children’s Crčche
Category: Provincial
Flavor Text: I confess to being in something of a quandary here. It is quite possible that a man may fight better, secure in the knowledge that his family are safe. On the other hand, might he not fight with still greater fury to avenge the burned down homestead and corpses of his loved ones.
- Flavin Mourngrym - personal diary.
Name: Death of an Heirless Petty Noble
Category: Provincial
Flavor Text: By all the Gods, why couldn't the wretched man have made out a will. Now it falls to me to decide and there are follies in either choice.
- Sir Kenna Fury - 'Other business', The Council of War.
Name: | |
|
|