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The Dwarven Civil War

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Lago

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BATTLE MAP OF THE KINGDOM
https://docs.google.com/drawings/d/1bzQhBPz-LMwzRd6wk3zN_kNDzV8rFkJZXBQ_aOOFAqw/edit

 

NOTE: Do not post in this topic without authorisation. The first two posts are reserved for OOC posts from  the leaders of the loyalist and rebel factions, stating that they agree to this war system. After that, posts can only be made by the leader of each faction stating their actions on their turn. Any posts other than those stated above go here: http://www.lordofthecraft.net/forum/index.php?/topic/87810-the-dwarven-civil-war-ooc/

 

IC Part

 

For the first time since the Blood Age of Aegis, the dwarven nation is engulfed in civil war. The rebellious town of Vaerhaven, led by Jarl Kardel Irongut, has joined forces with self-proclaimed "Rebel King" Duregar Thunderfist's Rebel Army, a band of discontented dwarven clans and a few foreign soldiers.

 

The reasons for the uprising are manyfold. Many believe the root is the disappearance of most of the high ranking Frostbeards, believed to have contracted multiplicative fever, a terrifying brain disease, and gone insane. This led to the collapse of Frostbeard power and the reascent of the mountain dwarven Grandaxe Clan, and the ascent of Thorin to the Obsidian Throne. Thorin passes laws to cement his own power and has declared himself Grand King, a title harkening back to the Grandaxe military dictatorship of old some of his subjects fear he is attempting to return to.

The rise of the Grandaxes has led many of the newer and smaller clans to feel ignored, neglected, and almost not taken seriously. Even old clans like Irongut dwindled and weakened. Discontent grew rife. One dwarf, Duregar Thunderfist, stood out as a leader, and rallied many of these clans under his banner. His forces were numerous, but without a base of operations, weapons or resources, they were not a threat until Jarl Kardel Irongut led Vaerhaven to secede from dwarven rule. As the Loyalists scramble to assemble their vast armies, the rebels strike...

 

OOC PART

WAR SYSTEM
These rules exist to make for a fair and persistent war, and to give some IC structure, not to turn LotC into a strategy game. They can be bent if it makes sense IC, and all decisions of what to do should be done in character.

The Rebel and Loyalist factions take turns, starting with the rebels. On a faction’s turn, they, in this order:

  1.     State all supply agreements they’ve made IC with neutral towns.
  2.     Declare which territories are supplying which other territories with food.
  3.     May bring towns and forts onto their side, provided they’ve negotiated this IC with the leader of that territory.
  4.     May build or upgrade the defences of a territory connected to a territory that produces  building materials, OR build siege weapons for an upcoming battle, provided the territory they will attack from is connected to one that produces building materials. Once declared, this is done ingame.
  5.     Have the option to attack a territory connected to one they control. If this territory is occupied by the other faction or is a town, then a battle ensues. Otherwise, they take control of the unaligned fort or camp and declare who is the commander of that fort/camp. One commander can only command two territories, the King cannot be commander of everything.
  6. If the first battle was won, then they may press their advantage and fight a second, giving a maximum of two battles per turn. (This includes non-battle annexations of unaligned territories.)


Once all battles (should they choose to fight one) is over, it is the other faction’s turn.

Lagomorphia is in charge of the OOC running of these systems and has the final word in any disputes over them.

Territories
Territories are colour coded as to who they belong to. Blue is Loyalist, Red is Rebel. Neutral territories are Black. A Neutral Town can supply an aligned territory with food or building materials, provided this is negotiated IC. Towns can switch sides during the war with sufficient IC negotiation, so it's important to install loyal leaders.

Food
All territories need to be supplied with food if they don’t make their own. Each food producing territory has a set number of other territories it can supply with food. In order for a food producer to supply a territory with food, it must be connected to it on the map: if there are enemy territories or neutral territories that refuse to allow food to pass through them (it is assumed that they do until negotiated IC) in the way, that territory can’t be supplied.

If a territory isn’t supplied with food, it becomes Unsupplied. If an Unsupplied Territory isn’t supplied with food, it becomes Starving. If a Starving territory isn’t supplied with food, it surrenders and becomes unaligned again. It can then be taken by the other faction.

Building Materials
Defences, ships, siege weapons, any sizeable building project needs materials. In order to build these things in territories, they must be connected to a producer on the map: if there are enemy territories or neutral territories that refuse to allow building materials to pass through them (it is assumed that they do until negotiated IC) in the way, that territory can’t be supplied.


Soldiers
In order to attack from a territory, that territory must be supplied with soldiers. In order to be supplied with soldiers, a territory must be connected to a producer on the map: if there are enemy territories or neutral territories that refuse to allow soldiers to pass through them (it is assumed that they do until negotiated IC) in the way, that territory can’t be supplied.
If a territory is not supplied with soldiers, it can still attack, however, it means attacking with the garrison. Thus, the fort is abandoned. The fortress Storm’s Crossing is large enough to attack once without being abandoned.


Coastal Locations
All the filled-in black dots on the map are coastal and all connect to each other, provided you have ships. The faction controlling Azgoth Harbour has complete superiority over dwarven waters until a rival naval presence is established, and controls all movement across the water.


Town: Kal’Azgoth
Leader: Grand King Thorin Grandaxe
Kal’Azgoth produces enough food for itself and two other territories.
Kal’Azgoth produces building materials and soldiers.


The heart of the Dwarven Kingdom, the underground city of Kal’Azgoth is almost a kingdom unto itself. It is the location of the Dwarven Throne, and thus holds huge cultural as well as strategic significance. It is said that holding Kal’Azgoth grants legitimacy to even the most ragtag band of rebels. While Kal’Azgoth is not a farming settlement, it’s sheer size and underground caverns means it has enough surplus food to supply the nearby settlements with enough unappealing mushroom rations to keep them going. The golem forge is situated in Kal’Azgoth.

Town: Vaerhaven
Leader: Jarl Kardel Irongut
Vaerhaven produces enough food for itself and two other territories.
Vaerhaven produces soldiers and building resources.



Vaerhaven is a huge city in the south of the kingdom, rivalling the inhabited areas of Kal’Azgoth for size and population. Vaerhaven houses much of the kingdom’s non-dwarven population, and it is rumoured the sewers of Vaerhaven connect to the sewers of Kal’Azgoth, meaning controlling Vaerhaven might be the key to getting past the nigh impenetrable outer defences of Kal’Azgoth.

Town: Kal’Urir
Leader: Dormin Doomforge
Kal’Urir produces enough food for itself.
Kal’Urir produces enough materials to build siege weaponry but not new forts.


Kal’Urir is the home of the Doomforged. While the Doomforged are reclusive and do not produce much economic surplus, controlling Kal’Urir is key to controlling a major crossroad. The faction that holds Kal’Urir controls land access to Kal’Azgoth, and it is thus of huge strategic significance to whoever holds the capital.

Town: Kastoria
Leader:
Kastoria produces enough food for itself and four other territories.
Kastoria produces soldiers.


Kastoria is a human settlement under dwarven rule. Like Brom’Krah, it is a farming juggernaut, capable of supplying the surrounding fortresses with ease. It is well fortified in all directions but one, in which it relies of the Arcane Delver fort for protection.

Town: Brom’Krah
Leader: Jarl Barry
Brom’Krah produces enough food for itself and three other territories.
Brom’Krah produces building materials and soldiers.
Brom’Krah is coastal and connects to every other coastal location and the other nations by sea if it has ships.


The fortified port of Brom’Krah guards the entrance to the large lake in the middle of the dwarven lands. It has extensive farms and good defences. Brom’Krah has no naval presence or drydock, but could maintain a warship were one moved there.

Town: Barbek
Leader: Barias Cladheart
Barbek produces enough food for itself and one other territory.

Barbek is a minor, sparsely populated settlement near Storm’s Crossing. It has little strategic significance bar enough farming surplus to feed Storm’s Crossing.

Fort: Whitescar
Commander:
Whitescar produces building materials.
Whitescar is coastal and connects to every other coastal location and the other nations by sea if it has ships.


Whitescar is a small fortification north of Brom’Krah. It is in the middle of a large forest, and thus could be a useful source of lumber for building. A small, hidden pier is near Whitescar, and can be accessed from both Whitescar and Brom’Krah.


Fort: Delver Fort
Commander: Elanion Whisperblade
The fort of the Arcane Delvers has long been abandoned by the Delvers themselves, and has fallen into disrepair. If repaired, it could serve as a useful buffer between Kastoria and Brom’Krah. The Delver Fort serves as one of Kastoria’s fortifications, so controlling the fort could be key to controlling the town.

Fortress: Storm’s Crossing
Commander: Grand Marshal Dreek Ireheart-Stormhammer
Storm’s Crossing connects to the other nations by land.
If not supplied with soldiers, Storm’s Crossing can attack once without being abandoned.


The fortress of the Storm’s Crossing used to be an orcish keep. It was taken during the Orc-Dwarf war and since then has become an incredibly defensible fortress guarding over the roads to Oren and the orcish lands. He who controls Storm’s Crossing controls all access for large armies to the rest of the kingdom by land.

Fort: Drake’s Peak
Commander: Grand Marshal Dreek Ireheart-Stormhammer
Drake’s Peak is a large mountain fort near Vaerhaven. While one could reach Vaerhaven without going through Drake’s Peak, it blocks all land access to the Azgoth Harbour, and so may serve instrumental in maintaining naval superiority over dwarven waters.

Fort: Azgoth Harbour
Commander: Lord Admiral Telchar Azaghul
Azgoth Harbour is coastal and connects to every other coastal location and the other nations by sea.
Azgoth Harbour is home to a sizable number of warships. Until other coastal locations improve their naval presence over the course of the war, Azgoth Harbour has complete control over dwarven waters, preventing the other faction from moving across the sea.
Azgoth Harbour is the dwarven shipyard and naval base. Its strategic significance is huge: as the only naval base in the dwarven lands, controlling Azgoth Harbour means ruling the waves. The faction controlling Azgoth Harbour can prevent the other from using their coastal connections, and can launch attacks from the sea using their warships.

Fort: Hammerite Islands
Commander:
Hammerite Islands is coastal and connects to every other coastal location and the other nations by sea.
The Hammerite Islands are home to a coastal fort near Kal’Azgoth. It is the one way to Kal’Azgoth without going through the crossroad controlled by Kal’Urir.

Magic Location: Mage College
Archmage: Ambros
The Mage College has enough food for the mages, but will require supply if garrisoned.

 

The Mage College’s tower lies in the middle of dwarven lands. It is a highly defensible location, but the powerful mages inhabiting it might object to a garrison without their permission. It would be far safer to bring the mages onto one’s side by negotiation than conquest.

Magic Location: Hamassadeen
Resident Wizard: Blundermore
Hamassadeen has enough food for Blundermore, but will require supply if garrisoned.

The floating island of Hamassadeen is home to the reclusive but powerful Wizard Blundermore. Nobody is quite sure what lies within. Attacking Hamassadeen is a risk: the attacking force that takes it may find a great advantage within, but risks provoking a very dangerous enemy.
Attacking Hamassadeen is no simple task: the only way in is via the magical portal in Kastoria. This takes you into the depths of the island, where you are at the resident wizard’s mercy. A battle at Hamassadeen is a battle like no other.


Camp: Emerald Islands

Commander:
Emerald Islands is coastal and connects to every other coastal location and the other nations by sea.
Emerald Islands produces enough food for itself and two other territories.


The Emerald Islands are home to nothing but a few farms and a crazy Frostbeard hermit.

Camp: Brom’Krah Pass
Commander:
The Brom’Krah Pass is the road through the mountains to Brom’Krah. Setting up a sentry post here can protect Brom’Krah from an attack from Kal’Urir.

Camp: Border Camp
Commander:
The Border Camp may not look much, but it is the hub of the dwarven road network. Controlling the Border Camp means having access to most of the south-west, and if fortified it could be key to winning the war.

Camp: Southern Watchtower
Commander:
The Southern Watchtower is a small watchtower overlooking the road from Storm’s Crossing. An invasion from Storm’s Crossing must first go through this watchtower.
 

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((I approve of this post, let the war commence.))

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 Town: Barbek
Leader:Barias Cladheart
Barbek produces enough food for itself and one other territory.

Barbek is a minor, sparsely populated settlement near Storm’s Crossing. It has little strategic significance bar enough farming surplus to feed Storm’s Crossing.

 Fort: Whitescar
Commander:(None as of yet)

Whitescar produces building materials.

Whitescar is coastal and connects to every other coastal location and the other nations by sea if it has ships.

Whitescar is a small fortification north of Brom’Krah. It is in the middle of a large forest, and thus could be a useful source of lumber for building. A small, hidden pier is near Whitescar, and can be accessed from both Whitescar and Brom’Krah.


 Fort: Delver Fort
Commander:Elanion Whisperblade
The fort of the Arcane Delvers has long been abandoned by the Delvers themselves, and has fallen into disrepair. If repaired, it could serve as a useful buffer between Kastoria and Brom’Krah. The Delver Fort serves as one of Kastoria’s fortifications, so controlling the fort could be key to controlling the town.

 Fortress: Storm’s Crossing
Commander: Grand Marshal Dreek Ireheart Stormhammer
Storm’s Crossing connects to the other nations by land.
If not supplied with soldiers, Storm’s Crossing can attack once without being abandoned.


The fortress of the Storm’s Crossing used to be an orcish keep. It was taken during the Orc-Dwarf war and since then has become an incredibly defensible fortress guarding over the roads to Oren and the orcish lands. He who controls Storm’s Crossing controls all access for large armies to the rest of the kingdom by land.

 Fort: Drake’s Peak
Commander:Grand Marshal Dreek Ireheart Stormhammer
Drake’s Peak is a large mountain fort near Vaerhaven. While one could reach Vaerhaven without going through Drake’s Peak, it blocks all land access to the Azgoth Harbour, and so may serve instrumental in maintaining naval superiority over dwarven waters.

 Fort: Azgoth Harbour
Commander: Lord Admiral Telchar Azaghul
Azgoth Harbour is coastal and connects to every other coastal location and the other nations by sea.
Azgoth Harbour is home to a sizable number of warships. Until other coastal locations improve their naval presence over the course of the war, Azgoth Harbour has complete control over dwarven waters, preventing the other faction from moving across the sea.
Azgoth Harbour is the dwarven shipyard and naval base. Its strategic significance is huge: as the only naval base in the dwarven lands, controlling Azgoth Harbour means ruling the waves. The faction controlling Azgoth Harbour can prevent the other from using their coastal connections, and can launch attacks from the sea using their warships.

♖ Fort: Hammerite Islands
Commander:(None as of yet)
Hammerite Islands is coastal and connects to every other coastal location and the other nations by sea.
The Hammerite Islands are home to a coastal fort near Kal’Azgoth. It is the one way to Kal’Azgoth without going through the crossroad controlled by Kal’Urir.

 Magic Location: Mage College
Archmage: Ambros
The Mage College has enough food for the mages, but will require supply if garrisoned.

 

The Mage College’s tower lies in the middle of dwarven lands. It is a highly defensible location, but the powerful mages inhabiting it might object to a garrison without their permission. It would be far safer to bring the mages onto one’s side by negotiation than conquest.

 Magic Location: Hamassadeen
Resident Wizard: Blundermore
Hamassadeen has enough food for Blundermore, but will require supply if garrisoned.

The floating island of Hamassadeen is home to the reclusive but powerful Wizard Blundermore. Nobody is quite sure what lies within. Attacking Hamassadeen is a risk: the attacking force that takes it may find a great advantage within, but risks provoking a very dangerous enemy.
Attacking Hamassadeen is no simple task: the only way in is via the magical portal in Kastoria. This takes you into the depths of the island, where you are at the resident wizard’s mercy. A battle at Hamassadeen is a battle like no other.


♙ Camp: Emerald Islands

Commander:(None as of yet, possibly Liam Frostbeard)
Emerald Islands is coastal and connects to every other coastal location and the other nations by sea.
Emerald Islands produces enough food for itself and two other territories.


The Emerald Islands are home to nothing but a few farms and a crazy Frostbeard hermit.

 Camp: Brom’Krah Pass
Commander:Elanion Whisperblade
The Brom’Krah Pass is the road through the mountains to Brom’Krah. Setting up a sentry post here can protect Brom’Krah from an attack from Kal’Urir.

 Camp: Border Camp
Commander:(Rebel commander)
The Border Camp may not look much, but it is the hub of the dwarven road network. Controlling the Border Camp means having access to most of the south-west, and if fortified it could be key to winning the war.

♙ Camp: Southern Watchtower
Commander:Naffog
The Southern Watchtower is a small watchtower overlooking the road from Storm’s Crossing. An invasion from Storm’s Crossing must first go through this watchtower.

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NOTE: Do not post in this topic without authorisation. The first two
posts are reserved for OOC posts from  the leaders of the loyalist and
rebel factions, stating that they agree to this war system. After that,
posts can only be made by the leader of each faction stating their
actions on their turn. Any posts other than those stated above go here: http://www.lordofthe...-civil-war-ooc/

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firespirit44

Forum Moderator Comment

As per OP's request, all OOC chatter will hence be removed. Heed his directions or I will continue to remove these posts. Repeated offenders will receive a stern warning.
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Moved to the Great Library. It shall be sorted into appropriate category shortly.

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