Ok, this is about as simplified as I can get without actually taking away from te rules:
Kingdoms and Crowns By TheFriendlyArchfey
<Insert fluff here>
The world is new, and it is your job to populate it with people, yada yada, so on and so forth.
Important Rules/Information:
Important buildings: Each important building provides buffs, income, or some other bonus to your settlement. A settlement automatically has an important building as listed in the government section, and can have two additional important buildings per population category of the settlement (EX: Metropolis could have 12, Town could have 6). Some important buildings require specific population categories to be built in a city, for example, a grand Cathedral can only be built in Category 5 settlements or higher, and barracks can only be built in Category 3 settlements or higher. (More info later)
Government: all settlements of village population category and higher must have a form of government, which can preside over any or all of your Settlements. There can be multiple governments for each of your different settlements. Various government types are detailed later.
Settlement growth and building new settlements: every twenty days, provided a settlement has access to food, water, and basic shelter, its population grows by one Category. Certain important buildings decrease this time, allowing the settlement’s population to increase faster. If you wish to create a new settlement, you require an existing settlement of at least town size with the Lower Class wealth stage of at least Modest. You reduce their wealth stage for 10 days, and also spend 5 military power worth of soldiers in order to create a group of settlers. The next day, they may create a new Hamlet.
Important people: every faction, kingdom, and nation has a leader, a single person who calls the shots, and one way or another, has most of the power. This character, your faction’s leader, is a character you control. You can make other characters that might hold powerful positions, though they don’t give benefits (EX: a Priest or heir to the throne). Your leader and any important people have a maximum level/CR of 20/12. They are generally humanoid, but that is only a recommendation.
Battle:
A battle is initiated by <insert ways here>
Armies: a ruler, once per real life day, can recruit soldiers from any of their settlement. Soldiers are grouped into troops. Any cities you decide to recruit from produces one troop. Each troop has military power, 1-6, depending on the population category of the settlement they were recruited from. In battle, the army with the higher total military power wins, destroying the rival troops. When attacking a settlement, an army must attack enemy armies in that settlement, and the settlement itself, which has a military power equal to twice its population category. (EX: Metropolis 12, Town 6)
Destruction of Towns/Armies: Upon destruction on the field of battle, a settlement/army <Insert information on destructions here>
Wealth:
Wealth: each settlement has two distinct segments of the population: the lower class and the upper class. No matter the wealth of the lower class, the upper class is always at least one wealth stage higher than the lower class. The stages of wealth are as follows, with comparisons to housing for reference:
Wretched (Homeless)
Squalid (Small shack)
Poor (Shack)
Modest (Small House)
Comfortable (House)
Wealthy (Large House)
Aristocratic (Mansion)
Opulent (Palace)
A settlement can financially support other settlements, decreasing their wealth stage by an amount and raising the other settlement’s by that same amount.
Important Building Details
Inn- a place for travelers to stay. increases lower class wealth stage by one.
Tavern- attracts adventurers and keeps people happy. Attracted adventurers may be for hire!
Houses- provides a multitude of houses for people to stay, reducing homelessness.
Farm- a place to grow crops. Decreases the time it takes for settlement growth by one day. Decreases upper class wealth stage by one.
Mine- an underground structure to mine resources. Increases upper class wealth by one.
Shrine- increases piety among believers in your settlement. Increases religious influence by 1.
Village settlements and larger:
Large farm- grows more crops. Decreases settlement growth time by 2 days. Decreases upper class wealth stage by one. Replaces farm.
Shop- increases upper or lower class wealth stage by one. If lower class would increase past upper class, it instead benefits upper class.
Crafter- a building dedicated to a specific, non luxury trade or goods.
Church- a place of worship in your settlement, priests and clerics may have access to healing magic. Replaces shrine.
Keep- a large building, often housing the nobility or other important people. Increases military power of that settlement by 2.
Town settlements and larger:
Quarry- a structure to mine a large amount of resources. Increases upper class wealth by 2, decreases lower class wealth by 1. Replaces mine.
Temple- a large church, with many priests and acolytes that can perform rituals of cleansing and revivification. Replaces church.
Market- a place for trade and selling of goods. increases upper or lower class wealth by 2, in any combination. Same restrictions as shop. Replaces shop.
Plantation- grows lots of crops. Decreases settlement growth time by 3 days. Alternatively, crops can be given to other settlements, decreasing growth time for that settlement by 2 days. Replaces large farm.
Theatre- an indoor stage where performances can be held. Guaranteed to attract at least a few great performers and bards.
Castle- a fortified complex, often the residence of nobility. Increases military power by 4. Replaces keep.
Barracks- a place to house and train soldiers. When recruiting from this settlement, the military power of troops is raised by two.
City settlements and larger:
Trading hub-
Palace-
Walls-
Great fields-
Entertainment district-
Working district-
Large city settlements and larger:
Grand cathedral-
Merchant’s guild-
Theatre Complex-
Fortress-
Great Walls-
Garrison-
Metropolis/conurbation settlements:
(WIP)
I know you were just asking for advice on revisions, but I felt that just me editing the stuff straight up would be better/more fun. Definitely change it more in your own image, this is just how I would organize the thread if I were to make it.
You, my dear Platyboss, are a freaking Saint. I might use this as the final version (along with the changes I make to important buildings, and the government types I’ll make later today) if that’s alright with you.
oh, I also just noticed with the shrine, I kept something in about religious influence, lol. I’m scrapping that idea for the sake of simplicity.
thank you, thank you, thank you, so much.
Thank you! It's always a pleasure to help. Actually, I almost got rid of the religious influence but kept because I thought you might later revise it to include that. And, well, I expect for you to change it, as my vision of this thread is probably different than yours, so I wouldn't want my editing to get in the way of that.
Ok, this is about as simplified as I can get without actually taking away from te rules:
Kingdoms and Crowns By TheFriendlyArchfey
<Insert fluff here>
The world is new, and it is your job to populate it with people, yada yada, so on and so forth.
Important Rules/Information:
Important buildings: Each important building provides buffs, income, or some other bonus to your settlement. A settlement automatically has an important building as listed in the government section, and can have two additional important buildings per population category of the settlement (EX: Metropolis could have 12, Town could have 6). Some important buildings require specific population categories to be built in a city, for example, a grand Cathedral can only be built in Category 5 settlements or higher, and barracks can only be built in Category 3 settlements or higher. (More info later)
Government: all settlements of village population category and higher must have a form of government, which can preside over any or all of your Settlements. There can be multiple governments for each of your different settlements. Various government types are detailed later.
Settlement growth and building new settlements: every twenty days, provided a settlement has access to food, water, and basic shelter, its population grows by one Category. Certain important buildings decrease this time, allowing the settlement’s population to increase faster. If you wish to create a new settlement, you require an existing settlement of at least town size with the Lower Class wealth stage of at least Modest. You reduce their wealth stage for 10 days, and also spend 5 military power worth of soldiers in order to create a group of settlers. The next day, they may create a new Hamlet.
Important people: every faction, kingdom, and nation has a leader, a single person who calls the shots, and one way or another, has most of the power. This character, your faction’s leader, is a character you control. You can make other characters that might hold powerful positions, though they don’t give benefits (EX: a Priest or heir to the throne). Your leader and any important people have a maximum level/CR of 20/12. They are generally humanoid, but that is only a recommendation.
Battle:
A battle is initiated by <insert ways here>
Armies: a ruler, once per real life day, can recruit soldiers from any of their settlement. Soldiers are grouped into troops. Any cities you decide to recruit from produces one troop. Each troop has military power, 1-6, depending on the population category of the settlement they were recruited from. In battle, the army with the higher total military power wins, destroying the rival troops. When attacking a settlement, an army must attack enemy armies in that settlement, and the settlement itself, which has a military power equal to twice its population category. (EX: Metropolis 12, Town 6)
Destruction of Towns/Armies: Upon destruction on the field of battle, a settlement/army <Insert information on destructions here>
Wealth:
Wealth: each settlement has two distinct segments of the population: the lower class and the upper class. No matter the wealth of the lower class, the upper class is always at least one wealth stage higher than the lower class. The stages of wealth are as follows, with comparisons to housing for reference:
Wretched (Homeless)
Squalid (Small shack)
Poor (Shack)
Modest (Small House)
Comfortable (House)
Wealthy (Large House)
Aristocratic (Mansion)
Opulent (Palace)
A settlement can financially support other settlements, decreasing their wealth stage by an amount and raising the other settlement’s by that same amount.
Important Building Details
Inn- a place for travelers to stay. increases lower class wealth stage by one.
Tavern- attracts adventurers and keeps people happy. Attracted adventurers may be for hire!
Houses- provides a multitude of houses for people to stay, reducing homelessness.
Farm- a place to grow crops. Decreases the time it takes for settlement growth by one day. Decreases upper class wealth stage by one.
Mine- an underground structure to mine resources. Increases upper class wealth by one.
Shrine- increases piety among believers in your settlement. Increases religious influence by 1.
Village settlements and larger:
Large farm- grows more crops. Decreases settlement growth time by 2 days. Decreases upper class wealth stage by one. Replaces farm.
Shop- increases upper or lower class wealth stage by one. If lower class would increase past upper class, it instead benefits upper class.
Crafter- a building dedicated to a specific, non luxury trade or goods.
Church- a place of worship in your settlement, priests and clerics may have access to healing magic. Replaces shrine.
Keep- a large building, often housing the nobility or other important people. Increases military power of that settlement by 2.
Town settlements and larger:
Quarry- a structure to mine a large amount of resources. Increases upper class wealth by 2, decreases lower class wealth by 1. Replaces mine.
Temple- a large church, with many priests and acolytes that can perform rituals of cleansing and revivification. Replaces church.
Market- a place for trade and selling of goods. increases upper or lower class wealth by 2, in any combination. Same restrictions as shop. Replaces shop.
Plantation- grows lots of crops. Decreases settlement growth time by 3 days. Alternatively, crops can be given to other settlements, decreasing growth time for that settlement by 2 days. Replaces large farm.
Theatre- an indoor stage where performances can be held. Guaranteed to attract at least a few great performers and bards.
Castle- a fortified complex, often the residence of nobility. Increases military power by 4. Replaces keep.
Barracks- a place to house and train soldiers. When recruiting from this settlement, the military power of troops is raised by two.
City settlements and larger:
Trading hub-
Palace-
Walls-
Great fields-
Entertainment district-
Working district-
Large city settlements and larger:
Grand cathedral-
Merchant’s guild-
Theatre Complex-
Fortress-
Great Walls-
Garrison-
Metropolis/conurbation settlements:
(WIP)
I know you were just asking for advice on revisions, but I felt that just me editing the stuff straight up would be better/more fun. Definitely change it more in your own image, this is just how I would organize the thread if I were to make it.
You, my dear Platyboss, are a freaking Saint. I might use this as the final version (along with the changes I make to important buildings, and the government types I’ll make later today) if that’s alright with you.
oh, I also just noticed with the shrine, I kept something in about religious influence, lol. I’m scrapping that idea for the sake of simplicity.
thank you, thank you, thank you, so much.
Thank you! It's always a pleasure to help. Actually, I almost got rid of the religious influence but kept because I thought you might later revise it to include that. And, well, I expect for you to change it, as my vision of this thread is probably different than yours, so I wouldn't want my editing to get in the way of that.
All that I’ll really be doing is adding the fluff Text, then the stuff for governments (which I may need help with as well) and then simplifying the important buildings.
do you think you’ll be roleplaying on this thread?
Ok, this is about as simplified as I can get without actually taking away from te rules:
Kingdoms and Crowns By TheFriendlyArchfey
<Insert fluff here>
The world is new, and it is your job to populate it with people, yada yada, so on and so forth.
Important Rules/Information:
Important buildings: Each important building provides buffs, income, or some other bonus to your settlement. A settlement automatically has an important building as listed in the government section, and can have two additional important buildings per population category of the settlement (EX: Metropolis could have 12, Town could have 6). Some important buildings require specific population categories to be built in a city, for example, a grand Cathedral can only be built in Category 5 settlements or higher, and barracks can only be built in Category 3 settlements or higher. (More info later)
Government: all settlements of village population category and higher must have a form of government, which can preside over any or all of your Settlements. There can be multiple governments for each of your different settlements. Various government types are detailed later.
Settlement growth and building new settlements: every twenty days, provided a settlement has access to food, water, and basic shelter, its population grows by one Category. Certain important buildings decrease this time, allowing the settlement’s population to increase faster. If you wish to create a new settlement, you require an existing settlement of at least town size with the Lower Class wealth stage of at least Modest. You reduce their wealth stage for 10 days, and also spend 5 military power worth of soldiers in order to create a group of settlers. The next day, they may create a new Hamlet.
Important people: every faction, kingdom, and nation has a leader, a single person who calls the shots, and one way or another, has most of the power. This character, your faction’s leader, is a character you control. You can make other characters that might hold powerful positions, though they don’t give benefits (EX: a Priest or heir to the throne). Your leader and any important people have a maximum level/CR of 20/12. They are generally humanoid, but that is only a recommendation.
Battle:
A battle is initiated by <insert ways here>
Armies: a ruler, once per real life day, can recruit soldiers from any of their settlement. Soldiers are grouped into troops. Any cities you decide to recruit from produces one troop. Each troop has military power, 1-6, depending on the population category of the settlement they were recruited from. In battle, the army with the higher total military power wins, destroying the rival troops. When attacking a settlement, an army must attack enemy armies in that settlement, and the settlement itself, which has a military power equal to twice its population category. (EX: Metropolis 12, Town 6)
Destruction of Towns/Armies: Upon destruction on the field of battle, a settlement/army <Insert information on destructions here>
Wealth:
Wealth: each settlement has two distinct segments of the population: the lower class and the upper class. No matter the wealth of the lower class, the upper class is always at least one wealth stage higher than the lower class. The stages of wealth are as follows, with comparisons to housing for reference:
Wretched (Homeless)
Squalid (Small shack)
Poor (Shack)
Modest (Small House)
Comfortable (House)
Wealthy (Large House)
Aristocratic (Mansion)
Opulent (Palace)
A settlement can financially support other settlements, decreasing their wealth stage by an amount and raising the other settlement’s by that same amount.
Important Building Details
Inn- a place for travelers to stay. increases lower class wealth stage by one.
Tavern- attracts adventurers and keeps people happy. Attracted adventurers may be for hire!
Houses- provides a multitude of houses for people to stay, reducing homelessness.
Farm- a place to grow crops. Decreases the time it takes for settlement growth by one day. Decreases upper class wealth stage by one.
Mine- an underground structure to mine resources. Increases upper class wealth by one.
Shrine- increases piety among believers in your settlement. Increases religious influence by 1.
Village settlements and larger:
Large farm- grows more crops. Decreases settlement growth time by 2 days. Decreases upper class wealth stage by one. Replaces farm.
Shop- increases upper or lower class wealth stage by one. If lower class would increase past upper class, it instead benefits upper class.
Crafter- a building dedicated to a specific, non luxury trade or goods.
Church- a place of worship in your settlement, priests and clerics may have access to healing magic. Replaces shrine.
Keep- a large building, often housing the nobility or other important people. Increases military power of that settlement by 2.
Town settlements and larger:
Quarry- a structure to mine a large amount of resources. Increases upper class wealth by 2, decreases lower class wealth by 1. Replaces mine.
Temple- a large church, with many priests and acolytes that can perform rituals of cleansing and revivification. Replaces church.
Market- a place for trade and selling of goods. increases upper or lower class wealth by 2, in any combination. Same restrictions as shop. Replaces shop.
Plantation- grows lots of crops. Decreases settlement growth time by 3 days. Alternatively, crops can be given to other settlements, decreasing growth time for that settlement by 2 days. Replaces large farm.
Theatre- an indoor stage where performances can be held. Guaranteed to attract at least a few great performers and bards.
Castle- a fortified complex, often the residence of nobility. Increases military power by 4. Replaces keep.
Barracks- a place to house and train soldiers. When recruiting from this settlement, the military power of troops is raised by two.
City settlements and larger:
Trading hub-
Palace-
Walls-
Great fields-
Entertainment district-
Working district-
Large city settlements and larger:
Grand cathedral-
Merchant’s guild-
Theatre Complex-
Fortress-
Great Walls-
Garrison-
Metropolis/conurbation settlements:
(WIP)
I know you were just asking for advice on revisions, but I felt that just me editing the stuff straight up would be better/more fun. Definitely change it more in your own image, this is just how I would organize the thread if I were to make it.
You, my dear Platyboss, are a freaking Saint. I might use this as the final version (along with the changes I make to important buildings, and the government types I’ll make later today) if that’s alright with you.
oh, I also just noticed with the shrine, I kept something in about religious influence, lol. I’m scrapping that idea for the sake of simplicity.
thank you, thank you, thank you, so much.
Thank you! It's always a pleasure to help. Actually, I almost got rid of the religious influence but kept because I thought you might later revise it to include that. And, well, I expect for you to change it, as my vision of this thread is probably different than yours, so I wouldn't want my editing to get in the way of that.
All that I’ll really be doing is adding the fluff Text, then the stuff for governments (which I may need help with as well) and then simplifying the important buildings.
do you think you’ll be roleplaying on this thread?
Definitely. It seems complicated, which might deter some, but in the end, it is quite simple. Around as simple as Smorgasbord, I'd say. I'll have to start thinking of settlement ideas in the meantime. Do you know when you expect to release this?
Ok, this is about as simplified as I can get without actually taking away from te rules:
Kingdoms and Crowns By TheFriendlyArchfey
<Insert fluff here>
The world is new, and it is your job to populate it with people, yada yada, so on and so forth.
Important Rules/Information:
Important buildings: Each important building provides buffs, income, or some other bonus to your settlement. A settlement automatically has an important building as listed in the government section, and can have two additional important buildings per population category of the settlement (EX: Metropolis could have 12, Town could have 6). Some important buildings require specific population categories to be built in a city, for example, a grand Cathedral can only be built in Category 5 settlements or higher, and barracks can only be built in Category 3 settlements or higher. (More info later)
Government: all settlements of village population category and higher must have a form of government, which can preside over any or all of your Settlements. There can be multiple governments for each of your different settlements. Various government types are detailed later.
Settlement growth and building new settlements: every twenty days, provided a settlement has access to food, water, and basic shelter, its population grows by one Category. Certain important buildings decrease this time, allowing the settlement’s population to increase faster. If you wish to create a new settlement, you require an existing settlement of at least town size with the Lower Class wealth stage of at least Modest. You reduce their wealth stage for 10 days, and also spend 5 military power worth of soldiers in order to create a group of settlers. The next day, they may create a new Hamlet.
Important people: every faction, kingdom, and nation has a leader, a single person who calls the shots, and one way or another, has most of the power. This character, your faction’s leader, is a character you control. You can make other characters that might hold powerful positions, though they don’t give benefits (EX: a Priest or heir to the throne). Your leader and any important people have a maximum level/CR of 20/12. They are generally humanoid, but that is only a recommendation.
Battle:
A battle is initiated by <insert ways here>
Armies: a ruler, once per real life day, can recruit soldiers from any of their settlement. Soldiers are grouped into troops. Any cities you decide to recruit from produces one troop. Each troop has military power, 1-6, depending on the population category of the settlement they were recruited from. In battle, the army with the higher total military power wins, destroying the rival troops. When attacking a settlement, an army must attack enemy armies in that settlement, and the settlement itself, which has a military power equal to twice its population category. (EX: Metropolis 12, Town 6)
Destruction of Towns/Armies: Upon destruction on the field of battle, a settlement/army <Insert information on destructions here>
Wealth:
Wealth: each settlement has two distinct segments of the population: the lower class and the upper class. No matter the wealth of the lower class, the upper class is always at least one wealth stage higher than the lower class. The stages of wealth are as follows, with comparisons to housing for reference:
Wretched (Homeless)
Squalid (Small shack)
Poor (Shack)
Modest (Small House)
Comfortable (House)
Wealthy (Large House)
Aristocratic (Mansion)
Opulent (Palace)
A settlement can financially support other settlements, decreasing their wealth stage by an amount and raising the other settlement’s by that same amount.
Important Building Details
Inn- a place for travelers to stay. increases lower class wealth stage by one.
Tavern- attracts adventurers and keeps people happy. Attracted adventurers may be for hire!
Houses- provides a multitude of houses for people to stay, reducing homelessness.
Farm- a place to grow crops. Decreases the time it takes for settlement growth by one day. Decreases upper class wealth stage by one.
Mine- an underground structure to mine resources. Increases upper class wealth by one.
Shrine- increases piety among believers in your settlement. Increases religious influence by 1.
Village settlements and larger:
Large farm- grows more crops. Decreases settlement growth time by 2 days. Decreases upper class wealth stage by one. Replaces farm.
Shop- increases upper or lower class wealth stage by one. If lower class would increase past upper class, it instead benefits upper class.
Crafter- a building dedicated to a specific, non luxury trade or goods.
Church- a place of worship in your settlement, priests and clerics may have access to healing magic. Replaces shrine.
Keep- a large building, often housing the nobility or other important people. Increases military power of that settlement by 2.
Town settlements and larger:
Quarry- a structure to mine a large amount of resources. Increases upper class wealth by 2, decreases lower class wealth by 1. Replaces mine.
Temple- a large church, with many priests and acolytes that can perform rituals of cleansing and revivification. Replaces church.
Market- a place for trade and selling of goods. increases upper or lower class wealth by 2, in any combination. Same restrictions as shop. Replaces shop.
Plantation- grows lots of crops. Decreases settlement growth time by 3 days. Alternatively, crops can be given to other settlements, decreasing growth time for that settlement by 2 days. Replaces large farm.
Theatre- an indoor stage where performances can be held. Guaranteed to attract at least a few great performers and bards.
Castle- a fortified complex, often the residence of nobility. Increases military power by 4. Replaces keep.
Barracks- a place to house and train soldiers. When recruiting from this settlement, the military power of troops is raised by two.
City settlements and larger:
Trading hub-
Palace-
Walls-
Great fields-
Entertainment district-
Working district-
Large city settlements and larger:
Grand cathedral-
Merchant’s guild-
Theatre Complex-
Fortress-
Great Walls-
Garrison-
Metropolis/conurbation settlements:
(WIP)
I know you were just asking for advice on revisions, but I felt that just me editing the stuff straight up would be better/more fun. Definitely change it more in your own image, this is just how I would organize the thread if I were to make it.
You, my dear Platyboss, are a freaking Saint. I might use this as the final version (along with the changes I make to important buildings, and the government types I’ll make later today) if that’s alright with you.
oh, I also just noticed with the shrine, I kept something in about religious influence, lol. I’m scrapping that idea for the sake of simplicity.
thank you, thank you, thank you, so much.
Thank you! It's always a pleasure to help. Actually, I almost got rid of the religious influence but kept because I thought you might later revise it to include that. And, well, I expect for you to change it, as my vision of this thread is probably different than yours, so I wouldn't want my editing to get in the way of that.
All that I’ll really be doing is adding the fluff Text, then the stuff for governments (which I may need help with as well) and then simplifying the important buildings.
do you think you’ll be roleplaying on this thread?
Definitely. It seems complicated, which might deter some, but in the end, it is quite simple. Around as simple as Smorgasbord, I'd say. I'll have to start thinking of settlement ideas in the meantime. Do you know when you expect to release this?
I I work fairly fast, so hopefully… some time tomorrow. Which may seem crazy, but I made all of this we have right now in about three days. And I only have three main things to do: figure out how governments work (which, if you have any ideas please share!) revise important buildings, and then make a template for keeping track of settlements.
Ok, this is about as simplified as I can get without actually taking away from te rules:
Kingdoms and Crowns By TheFriendlyArchfey
<Insert fluff here>
The world is new, and it is your job to populate it with people, yada yada, so on and so forth.
Important Rules/Information:
Important buildings: Each important building provides buffs, income, or some other bonus to your settlement. A settlement automatically has an important building as listed in the government section, and can have two additional important buildings per population category of the settlement (EX: Metropolis could have 12, Town could have 6). Some important buildings require specific population categories to be built in a city, for example, a grand Cathedral can only be built in Category 5 settlements or higher, and barracks can only be built in Category 3 settlements or higher. (More info later)
Government: all settlements of village population category and higher must have a form of government, which can preside over any or all of your Settlements. There can be multiple governments for each of your different settlements. Various government types are detailed later.
Settlement growth and building new settlements: every twenty days, provided a settlement has access to food, water, and basic shelter, its population grows by one Category. Certain important buildings decrease this time, allowing the settlement’s population to increase faster. If you wish to create a new settlement, you require an existing settlement of at least town size with the Lower Class wealth stage of at least Modest. You reduce their wealth stage for 10 days, and also spend 5 military power worth of soldiers in order to create a group of settlers. The next day, they may create a new Hamlet.
Important people: every faction, kingdom, and nation has a leader, a single person who calls the shots, and one way or another, has most of the power. This character, your faction’s leader, is a character you control. You can make other characters that might hold powerful positions, though they don’t give benefits (EX: a Priest or heir to the throne). Your leader and any important people have a maximum level/CR of 20/12. They are generally humanoid, but that is only a recommendation.
Battle:
A battle is initiated by <insert ways here>
Armies: a ruler, once per real life day, can recruit soldiers from any of their settlement. Soldiers are grouped into troops. Any cities you decide to recruit from produces one troop. Each troop has military power, 1-6, depending on the population category of the settlement they were recruited from. In battle, the army with the higher total military power wins, destroying the rival troops. When attacking a settlement, an army must attack enemy armies in that settlement, and the settlement itself, which has a military power equal to twice its population category. (EX: Metropolis 12, Town 6)
Destruction of Towns/Armies: Upon destruction on the field of battle, a settlement/army <Insert information on destructions here>
Wealth:
Wealth: each settlement has two distinct segments of the population: the lower class and the upper class. No matter the wealth of the lower class, the upper class is always at least one wealth stage higher than the lower class. The stages of wealth are as follows, with comparisons to housing for reference:
Wretched (Homeless)
Squalid (Small shack)
Poor (Shack)
Modest (Small House)
Comfortable (House)
Wealthy (Large House)
Aristocratic (Mansion)
Opulent (Palace)
A settlement can financially support other settlements, decreasing their wealth stage by an amount and raising the other settlement’s by that same amount.
Important Building Details
Inn- a place for travelers to stay. increases lower class wealth stage by one.
Tavern- attracts adventurers and keeps people happy. Attracted adventurers may be for hire!
Houses- provides a multitude of houses for people to stay, reducing homelessness.
Farm- a place to grow crops. Decreases the time it takes for settlement growth by one day. Decreases upper class wealth stage by one.
Mine- an underground structure to mine resources. Increases upper class wealth by one.
Shrine- increases piety among believers in your settlement. Increases religious influence by 1.
Village settlements and larger:
Large farm- grows more crops. Decreases settlement growth time by 2 days. Decreases upper class wealth stage by one. Replaces farm.
Shop- increases upper or lower class wealth stage by one. If lower class would increase past upper class, it instead benefits upper class.
Crafter- a building dedicated to a specific, non luxury trade or goods.
Church- a place of worship in your settlement, priests and clerics may have access to healing magic. Replaces shrine.
Keep- a large building, often housing the nobility or other important people. Increases military power of that settlement by 2.
Town settlements and larger:
Quarry- a structure to mine a large amount of resources. Increases upper class wealth by 2, decreases lower class wealth by 1. Replaces mine.
Temple- a large church, with many priests and acolytes that can perform rituals of cleansing and revivification. Replaces church.
Market- a place for trade and selling of goods. increases upper or lower class wealth by 2, in any combination. Same restrictions as shop. Replaces shop.
Plantation- grows lots of crops. Decreases settlement growth time by 3 days. Alternatively, crops can be given to other settlements, decreasing growth time for that settlement by 2 days. Replaces large farm.
Theatre- an indoor stage where performances can be held. Guaranteed to attract at least a few great performers and bards.
Castle- a fortified complex, often the residence of nobility. Increases military power by 4. Replaces keep.
Barracks- a place to house and train soldiers. When recruiting from this settlement, the military power of troops is raised by two.
City settlements and larger:
Trading hub-
Palace-
Walls-
Great fields-
Entertainment district-
Working district-
Large city settlements and larger:
Grand cathedral-
Merchant’s guild-
Theatre Complex-
Fortress-
Great Walls-
Garrison-
Metropolis/conurbation settlements:
(WIP)
I know you were just asking for advice on revisions, but I felt that just me editing the stuff straight up would be better/more fun. Definitely change it more in your own image, this is just how I would organize the thread if I were to make it.
You, my dear Platyboss, are a freaking Saint. I might use this as the final version (along with the changes I make to important buildings, and the government types I’ll make later today) if that’s alright with you.
oh, I also just noticed with the shrine, I kept something in about religious influence, lol. I’m scrapping that idea for the sake of simplicity.
thank you, thank you, thank you, so much.
Thank you! It's always a pleasure to help. Actually, I almost got rid of the religious influence but kept because I thought you might later revise it to include that. And, well, I expect for you to change it, as my vision of this thread is probably different than yours, so I wouldn't want my editing to get in the way of that.
All that I’ll really be doing is adding the fluff Text, then the stuff for governments (which I may need help with as well) and then simplifying the important buildings.
do you think you’ll be roleplaying on this thread?
Definitely. It seems complicated, which might deter some, but in the end, it is quite simple. Around as simple as Smorgasbord, I'd say. I'll have to start thinking of settlement ideas in the meantime. Do you know when you expect to release this?
I I work fairly fast, so hopefully… some time tomorrow. Which may seem crazy, but I made all of this we have right now in about three days. And I only have three main things to do: figure out how governments work (which, if you have any ideas please share!) revise important buildings, and then make a template for keeping track of settlements.
I had imagined governments should work more for thematic elements rather than technical elements, for fear of overcomplication. You could possibly make something to do with government managements (e.g Communism both upper and lower class are treated as the same, but Wealth cannot ever reach Aristocratic or higher.) Maybe you could make it so that the Opulent level is locked behind certain Government management types? (e.g. Monarchy makes it so that Upper Class can reach Opulent). Then again, I'm just spitballing here. That could make it overly complicated.
Ok, this is about as simplified as I can get without actually taking away from te rules:
Kingdoms and Crowns By TheFriendlyArchfey
<Insert fluff here>
The world is new, and it is your job to populate it with people, yada yada, so on and so forth.
Important Rules/Information:
Important buildings: Each important building provides buffs, income, or some other bonus to your settlement. A settlement automatically has an important building as listed in the government section, and can have two additional important buildings per population category of the settlement (EX: Metropolis could have 12, Town could have 6). Some important buildings require specific population categories to be built in a city, for example, a grand Cathedral can only be built in Category 5 settlements or higher, and barracks can only be built in Category 3 settlements or higher. (More info later)
Government: all settlements of village population category and higher must have a form of government, which can preside over any or all of your Settlements. There can be multiple governments for each of your different settlements. Various government types are detailed later.
Settlement growth and building new settlements: every twenty days, provided a settlement has access to food, water, and basic shelter, its population grows by one Category. Certain important buildings decrease this time, allowing the settlement’s population to increase faster. If you wish to create a new settlement, you require an existing settlement of at least town size with the Lower Class wealth stage of at least Modest. You reduce their wealth stage for 10 days, and also spend 5 military power worth of soldiers in order to create a group of settlers. The next day, they may create a new Hamlet.
Important people: every faction, kingdom, and nation has a leader, a single person who calls the shots, and one way or another, has most of the power. This character, your faction’s leader, is a character you control. You can make other characters that might hold powerful positions, though they don’t give benefits (EX: a Priest or heir to the throne). Your leader and any important people have a maximum level/CR of 20/12. They are generally humanoid, but that is only a recommendation.
Battle:
A battle is initiated by <insert ways here>
Armies: a ruler, once per real life day, can recruit soldiers from any of their settlement. Soldiers are grouped into troops. Any cities you decide to recruit from produces one troop. Each troop has military power, 1-6, depending on the population category of the settlement they were recruited from. In battle, the army with the higher total military power wins, destroying the rival troops. When attacking a settlement, an army must attack enemy armies in that settlement, and the settlement itself, which has a military power equal to twice its population category. (EX: Metropolis 12, Town 6)
Destruction of Towns/Armies: Upon destruction on the field of battle, a settlement/army <Insert information on destructions here>
Wealth:
Wealth: each settlement has two distinct segments of the population: the lower class and the upper class. No matter the wealth of the lower class, the upper class is always at least one wealth stage higher than the lower class. The stages of wealth are as follows, with comparisons to housing for reference:
Wretched (Homeless)
Squalid (Small shack)
Poor (Shack)
Modest (Small House)
Comfortable (House)
Wealthy (Large House)
Aristocratic (Mansion)
Opulent (Palace)
A settlement can financially support other settlements, decreasing their wealth stage by an amount and raising the other settlement’s by that same amount.
Important Building Details
Inn- a place for travelers to stay. increases lower class wealth stage by one.
Tavern- attracts adventurers and keeps people happy. Attracted adventurers may be for hire!
Houses- provides a multitude of houses for people to stay, reducing homelessness.
Farm- a place to grow crops. Decreases the time it takes for settlement growth by one day. Decreases upper class wealth stage by one.
Mine- an underground structure to mine resources. Increases upper class wealth by one.
Shrine- increases piety among believers in your settlement. Increases religious influence by 1.
Village settlements and larger:
Large farm- grows more crops. Decreases settlement growth time by 2 days. Decreases upper class wealth stage by one. Replaces farm.
Shop- increases upper or lower class wealth stage by one. If lower class would increase past upper class, it instead benefits upper class.
Crafter- a building dedicated to a specific, non luxury trade or goods.
Church- a place of worship in your settlement, priests and clerics may have access to healing magic. Replaces shrine.
Keep- a large building, often housing the nobility or other important people. Increases military power of that settlement by 2.
Town settlements and larger:
Quarry- a structure to mine a large amount of resources. Increases upper class wealth by 2, decreases lower class wealth by 1. Replaces mine.
Temple- a large church, with many priests and acolytes that can perform rituals of cleansing and revivification. Replaces church.
Market- a place for trade and selling of goods. increases upper or lower class wealth by 2, in any combination. Same restrictions as shop. Replaces shop.
Plantation- grows lots of crops. Decreases settlement growth time by 3 days. Alternatively, crops can be given to other settlements, decreasing growth time for that settlement by 2 days. Replaces large farm.
Theatre- an indoor stage where performances can be held. Guaranteed to attract at least a few great performers and bards.
Castle- a fortified complex, often the residence of nobility. Increases military power by 4. Replaces keep.
Barracks- a place to house and train soldiers. When recruiting from this settlement, the military power of troops is raised by two.
City settlements and larger:
Trading hub-
Palace-
Walls-
Great fields-
Entertainment district-
Working district-
Large city settlements and larger:
Grand cathedral-
Merchant’s guild-
Theatre Complex-
Fortress-
Great Walls-
Garrison-
Metropolis/conurbation settlements:
(WIP)
I know you were just asking for advice on revisions, but I felt that just me editing the stuff straight up would be better/more fun. Definitely change it more in your own image, this is just how I would organize the thread if I were to make it.
You, my dear Platyboss, are a freaking Saint. I might use this as the final version (along with the changes I make to important buildings, and the government types I’ll make later today) if that’s alright with you.
oh, I also just noticed with the shrine, I kept something in about religious influence, lol. I’m scrapping that idea for the sake of simplicity.
thank you, thank you, thank you, so much.
Thank you! It's always a pleasure to help. Actually, I almost got rid of the religious influence but kept because I thought you might later revise it to include that. And, well, I expect for you to change it, as my vision of this thread is probably different than yours, so I wouldn't want my editing to get in the way of that.
All that I’ll really be doing is adding the fluff Text, then the stuff for governments (which I may need help with as well) and then simplifying the important buildings.
do you think you’ll be roleplaying on this thread?
Definitely. It seems complicated, which might deter some, but in the end, it is quite simple. Around as simple as Smorgasbord, I'd say. I'll have to start thinking of settlement ideas in the meantime. Do you know when you expect to release this?
I I work fairly fast, so hopefully… some time tomorrow. Which may seem crazy, but I made all of this we have right now in about three days. And I only have three main things to do: figure out how governments work (which, if you have any ideas please share!) revise important buildings, and then make a template for keeping track of settlements.
I had imagined governments should work more for thematic elements rather than technical elements, for fear of overcomplication. You could possibly make something to do with government managements (e.g Communism both upper and lower class are treated as the same, but Wealth cannot ever reach Aristocratic or higher.) Maybe you could make it so that the Opulent level is locked behind certain Government management types? (e.g. Monarchy makes it so that Upper Class can reach Opulent). Then again, I'm just spitballing here. That could make it overly complicated.
Those both sound very interesting, and I think that governments could possibly each add one more thing, just a tiny little thing, that changes up stuff a bit, like what you suggested with communism and monarchy. Care to help me brainstorm? Here are the governments I know I want to include.
Theocracy, Aristocracy, Oligarchy, Monarchy, Empire, and Autocracy. Though I would probably want a few more, bigger ones than that. For monarchy, you need at least three settlements, and for Empire, you need at least ten.
There's actually a list of government types in the 2014 DMG if I'm not mistaken...
Wel, you should definitely add Democracy and Republic (Which are two different things despite many people thinking otherwise). Maybe there should be an option for not having a government? Like, "The Uncivilized Lands of Governmentia." It could give a bonus to Lower Class or possibly even straight up get rid of the Economic Classes in general.
*Light bulb appears above head*
Oh! I know! Maybe if someone really, REALLY liked their settlement but it got destroyed somehow, they could just turn it into an Uncivilized land and still have it, just differently.
There's actually a list of government types in the 2014 DMG if I'm not mistaken...
Wel, you should definitely add Democracy and Republic (WHich are too different things despite many people thinking otherwise). Maybe there should be an option for not having a government? Like, "The Uncivilized Lands of Governmentia." It could give a bonus to Lower Class or possibly even straight up get rid of the Economic Classes in general.
*Light bulb appears above head*
Oh! I know! Maybe if someone really, REALLY liked their settlement but it got destroyed somehow, they could just turn it into an Uncivilized land and still have it, just differently.
Ooh, yeah, Democracy and republic.
ooh, an Anarchy! (I believe that is what it is officially called.) I think we could figure out that, for destroyed settlements becoming anarchies on a case by case basis.
now, could you help me add some rules for each of the governments?
Theocracy, I want it to Have something to Do with shrines and religious buildings.
There's actually a list of government types in the 2014 DMG if I'm not mistaken...
Wel, you should definitely add Democracy and Republic (WHich are too different things despite many people thinking otherwise). Maybe there should be an option for not having a government? Like, "The Uncivilized Lands of Governmentia." It could give a bonus to Lower Class or possibly even straight up get rid of the Economic Classes in general.
*Light bulb appears above head*
Oh! I know! Maybe if someone really, REALLY liked their settlement but it got destroyed somehow, they could just turn it into an Uncivilized land and still have it, just differently.
Ooh, yeah, Democracy and republic.
ooh, an Anarchy! (I believe that is what it is officially called.) I think we could figure out that, for destroyed settlements becoming anarchies on a case by case basis.
now, could you help me add some rules for each of the governments?
Theocracy, I want it to Have something to Do with shrines and religious buildings.
Oligarchy… I’m not sure.
Aristocracy… also not sure…
I don’t have ideas for most of these, actually.
Theocracy: I don't know either. Maybe it has one Shrine or its highest possible upgrade at all times, in addition to the important buildings?
Oligarchy: I dunno either. That one's tough.
Aristocracy: Upper Class is always two levels higher than Lower Class.
Just a quick brainstorm session with your friends would probably work.
There's actually a list of government types in the 2014 DMG if I'm not mistaken...
Wel, you should definitely add Democracy and Republic (WHich are too different things despite many people thinking otherwise). Maybe there should be an option for not having a government? Like, "The Uncivilized Lands of Governmentia." It could give a bonus to Lower Class or possibly even straight up get rid of the Economic Classes in general.
*Light bulb appears above head*
Oh! I know! Maybe if someone really, REALLY liked their settlement but it got destroyed somehow, they could just turn it into an Uncivilized land and still have it, just differently.
Ooh, yeah, Democracy and republic.
ooh, an Anarchy! (I believe that is what it is officially called.) I think we could figure out that, for destroyed settlements becoming anarchies on a case by case basis.
now, could you help me add some rules for each of the governments?
Theocracy, I want it to Have something to Do with shrines and religious buildings.
Oligarchy… I’m not sure.
Aristocracy… also not sure…
I don’t have ideas for most of these, actually.
Theocracy: I don't know either. Maybe it has one Shrine or its highest possible upgrade at all times, in addition to the important buildings?
Oligarchy: I dunno either. That one's tough.
Aristocracy: Upper Class is always two levels higher than Lower Class.
Just a quick brainstorm session with your friends would probably work.
I think that could work, yeah!
For Oligarchy, maybe shops and their evolutions (markets, trading hubs and merchant guilds) increase the wealth for both of the classes?
There's actually a list of government types in the 2014 DMG if I'm not mistaken...
Wel, you should definitely add Democracy and Republic (WHich are too different things despite many people thinking otherwise). Maybe there should be an option for not having a government? Like, "The Uncivilized Lands of Governmentia." It could give a bonus to Lower Class or possibly even straight up get rid of the Economic Classes in general.
*Light bulb appears above head*
Oh! I know! Maybe if someone really, REALLY liked their settlement but it got destroyed somehow, they could just turn it into an Uncivilized land and still have it, just differently.
Ooh, yeah, Democracy and republic.
ooh, an Anarchy! (I believe that is what it is officially called.) I think we could figure out that, for destroyed settlements becoming anarchies on a case by case basis.
now, could you help me add some rules for each of the governments?
Theocracy, I want it to Have something to Do with shrines and religious buildings.
Oligarchy… I’m not sure.
Aristocracy… also not sure…
I don’t have ideas for most of these, actually.
Theocracy: I don't know either. Maybe it has one Shrine or its highest possible upgrade at all times, in addition to the important buildings?
Oligarchy: I dunno either. That one's tough.
Aristocracy: Upper Class is always two levels higher than Lower Class.
Just a quick brainstorm session with your friends would probably work.
I think that could work, yeah!
For Oligarchy, maybe shops and their evolutions (markets, trading hubs and merchant guilds) increase the wealth for both of the classes?
I like that for Aristocracy.
I made a thread for brainstorming. And what about democracy and republic, maybe with democracy the leader always changes? And this might be to complex but what if different leaders gave certain benifts.
Rollback Post to RevisionRollBack
Owen is here. enjoy my favorite game. I like DND. PM ME THE WORD TOMATO.
Yo, I'm Himy (He/him) not as active as I use to be, but I'm here from time to time. I don't got much else to say.
"From the stars of the inner sea, from the tower of insight, from the four corners of paradise, let them know; their story is filled with blessings. Only those free of sin may pass... Garden of Avalon!”
”The elements coalesce, amalgamate, and bring forth the star that interweaves all creation. Bow down with death! Enuma Elish!”
Yo, I'm Himy (He/him) not as active as I use to be, but I'm here from time to time. I don't got much else to say.
"From the stars of the inner sea, from the tower of insight, from the four corners of paradise, let them know; their story is filled with blessings. Only those free of sin may pass... Garden of Avalon!”
”The elements coalesce, amalgamate, and bring forth the star that interweaves all creation. Bow down with death! Enuma Elish!”
Yo, I'm Himy (He/him) not as active as I use to be, but I'm here from time to time. I don't got much else to say.
"From the stars of the inner sea, from the tower of insight, from the four corners of paradise, let them know; their story is filled with blessings. Only those free of sin may pass... Garden of Avalon!”
”The elements coalesce, amalgamate, and bring forth the star that interweaves all creation. Bow down with death! Enuma Elish!”
To post a comment, please login or register a new account.
Thank you! It's always a pleasure to help. Actually, I almost got rid of the religious influence but kept because I thought you might later revise it to include that. And, well, I expect for you to change it, as my vision of this thread is probably different than yours, so I wouldn't want my editing to get in the way of that.
Roll for Initiative: [roll]1d20+7[/roll]
Proud member of the EVIL JEFF CULT! PRAISE JEFF!
Homebrew Races: HERE Homebrew Spells: HERE Homebrew Monsters: HERE
MORE OF ME! (And platypodes/platypi/platypuses) (Extended signature)
All that I’ll really be doing is adding the fluff Text, then the stuff for governments (which I may need help with as well) and then simplifying the important buildings.
do you think you’ll be roleplaying on this thread?
Definitely. It seems complicated, which might deter some, but in the end, it is quite simple. Around as simple as Smorgasbord, I'd say. I'll have to start thinking of settlement ideas in the meantime. Do you know when you expect to release this?
Roll for Initiative: [roll]1d20+7[/roll]
Proud member of the EVIL JEFF CULT! PRAISE JEFF!
Homebrew Races: HERE Homebrew Spells: HERE Homebrew Monsters: HERE
MORE OF ME! (And platypodes/platypi/platypuses) (Extended signature)
I I work fairly fast, so hopefully… some time tomorrow. Which may seem crazy, but I made all of this we have right now in about three days. And I only have three main things to do: figure out how governments work (which, if you have any ideas please share!) revise important buildings, and then make a template for keeping track of settlements.
I had imagined governments should work more for thematic elements rather than technical elements, for fear of overcomplication. You could possibly make something to do with government managements (e.g Communism both upper and lower class are treated as the same, but Wealth cannot ever reach Aristocratic or higher.) Maybe you could make it so that the Opulent level is locked behind certain Government management types? (e.g. Monarchy makes it so that Upper Class can reach Opulent). Then again, I'm just spitballing here. That could make it overly complicated.
Roll for Initiative: [roll]1d20+7[/roll]
Proud member of the EVIL JEFF CULT! PRAISE JEFF!
Homebrew Races: HERE Homebrew Spells: HERE Homebrew Monsters: HERE
MORE OF ME! (And platypodes/platypi/platypuses) (Extended signature)
Those both sound very interesting, and I think that governments could possibly each add one more thing, just a tiny little thing, that changes up stuff a bit, like what you suggested with communism and monarchy. Care to help me brainstorm? Here are the governments I know I want to include.
Theocracy, Aristocracy, Oligarchy, Monarchy, Empire, and Autocracy. Though I would probably want a few more, bigger ones than that. For monarchy, you need at least three settlements, and for Empire, you need at least ten.
There's actually a list of government types in the 2014 DMG if I'm not mistaken...
Wel, you should definitely add Democracy and Republic (Which are two different things despite many people thinking otherwise). Maybe there should be an option for not having a government? Like, "The Uncivilized Lands of Governmentia." It could give a bonus to Lower Class or possibly even straight up get rid of the Economic Classes in general.
*Light bulb appears above head*
Oh! I know! Maybe if someone really, REALLY liked their settlement but it got destroyed somehow, they could just turn it into an Uncivilized land and still have it, just differently.
Roll for Initiative: [roll]1d20+7[/roll]
Proud member of the EVIL JEFF CULT! PRAISE JEFF!
Homebrew Races: HERE Homebrew Spells: HERE Homebrew Monsters: HERE
MORE OF ME! (And platypodes/platypi/platypuses) (Extended signature)
Ooh, yeah, Democracy and republic.
ooh, an Anarchy! (I believe that is what it is officially called.) I think we could figure out that, for destroyed settlements becoming anarchies on a case by case basis.
now, could you help me add some rules for each of the governments?
Theocracy, I want it to Have something to Do with shrines and religious buildings.
Oligarchy… I’m not sure.
Aristocracy… also not sure…
I don’t have ideas for most of these, actually.
Theocracy: I don't know either. Maybe it has one Shrine or its highest possible upgrade at all times, in addition to the important buildings?
Oligarchy: I dunno either. That one's tough.
Aristocracy: Upper Class is always two levels higher than Lower Class.
Just a quick brainstorm session with your friends would probably work.
Roll for Initiative: [roll]1d20+7[/roll]
Proud member of the EVIL JEFF CULT! PRAISE JEFF!
Homebrew Races: HERE Homebrew Spells: HERE Homebrew Monsters: HERE
MORE OF ME! (And platypodes/platypi/platypuses) (Extended signature)
I think that could work, yeah!
For Oligarchy, maybe shops and their evolutions (markets, trading hubs and merchant guilds) increase the wealth for both of the classes?
I like that for Aristocracy.
I made a thread for brainstorming. And what about democracy and republic, maybe with democracy the leader always changes? And this might be to complex but what if different leaders gave certain benifts.
Owen is here. enjoy my favorite game. I like DND. PM ME THE WORD TOMATO.
Okay… i’m done with everything besides governments, and I have rules for the following governments:
Aristocracy- upper class is two levels above lower class.
Oligarchy- shops, markets and trading hubs have an additional +1 to wealth stage, but only affect upper class. (At least 2 settlements required.)
Theocracy- they get an extra important building spot specifically for Shrines and its evolutions. (Church, temple, Grand Cathedral.)
So I need ones for Monarchy, Empire, democracy, republic, and Autocracy, and then…
I think I’m done.
cool
fellow follower of JEFF!!!! and a fan of botw
Co-cult leader of the cynophobia cult
Archivist of the kingdoms and Crowns thread, Percy Jackson thread, and Mechanicus thread
Good morning
Yo, I'm Himy (He/him) not as active as I use to be, but I'm here from time to time. I don't got much else to say.
"From the stars of the inner sea, from the tower of insight, from the four corners of paradise, let them know; their story is filled with blessings. Only those free of sin may pass... Garden of Avalon!”
”The elements coalesce, amalgamate, and bring forth the star that interweaves all creation. Bow down with death! Enuma Elish!”
Hiya!
morning himy
fellow follower of JEFF!!!! and a fan of botw
Co-cult leader of the cynophobia cult
Archivist of the kingdoms and Crowns thread, Percy Jackson thread, and Mechanicus thread
How are yall?
Yo, I'm Himy (He/him) not as active as I use to be, but I'm here from time to time. I don't got much else to say.
"From the stars of the inner sea, from the tower of insight, from the four corners of paradise, let them know; their story is filled with blessings. Only those free of sin may pass... Garden of Avalon!”
”The elements coalesce, amalgamate, and bring forth the star that interweaves all creation. Bow down with death! Enuma Elish!”
Great! I am… finally… almost done with my thread.
I'm doing good how about you?
fellow follower of JEFF!!!! and a fan of botw
Co-cult leader of the cynophobia cult
Archivist of the kingdoms and Crowns thread, Percy Jackson thread, and Mechanicus thread
Sweet! Can't wait for it.
Yo, I'm Himy (He/him) not as active as I use to be, but I'm here from time to time. I don't got much else to say.
"From the stars of the inner sea, from the tower of insight, from the four corners of paradise, let them know; their story is filled with blessings. Only those free of sin may pass... Garden of Avalon!”
”The elements coalesce, amalgamate, and bring forth the star that interweaves all creation. Bow down with death! Enuma Elish!”