Here is the general layout for factions. Most ranks are renamed.
Leader (1, or two in Jobah and Agate’s case) (CR 15-20) (also uses This)
General (2-3 generals) (CR 10-14)
Knight (5 knights) (CR 5-9)
Farmer (8 farmers) (CR 1-less)
footsoldier (any amount of footsoldier) (CR 3-less)
Every single faction follows this same format, although each one of their ranks has a different name, they are equivalent and function the same.
Some basic rules:
1:Roleplay, roleplay, roleplay! We want you to do it, it makes everything more fun, we will be doing it! Have strategy conversations in character and stuff! It makes the game much more fun.
2:PG-13 everyone! Listen, this is mostly a game where you will wage war and brutally destroy your enemies. But nothing above what you would see in a PG-13 marvel movie.
3:Romance is allowed, although I doubt it’ll come up. But if it does, no inappropriate stuff!
4:In your first post in whatever thread you see this message first, write a compliment to Archfey. Who definitely isn’t writing this. I promise. (Please ignore this. Archfey wrote it.)
5:Don’t get too competitive or angry. And don’t bring any drama into these threads, leave it outside, we don’t wanna deal with it here.
6:Ignore rule 4, actually write, “Bippity Boppity Boom!” Which is my signature spell. Again, definitely not Archfey writing this. (Just like 4, ignore this.)
7: Just… don’t be a mean person. Don’t insult or argue or say how someone’s idea is utterly stupid and should burn in the pits of the underworld because that’s not nice :>
8: Please, don’t make overly jokey characters. Some of the factions are a bit silly, but this is still a serious game. Funny characters are allowed, just don’t play as an obvious meme character. I mean, I have a gunslinger fighter named Goldi Flintlocks but she’s still pretty serious. This is a serious game about war!
9: Since 4 and 6 are denied, put a type of plant in your first post.
Any player in the Unit can count as the Unit’s commander, who decides what the Unit does. Otherwise, whoever bought the army or currently has ownership over the army controls it, with one unit in the army acting as the commander. If there is a higher ranking character of the same faction in that unit, they get priority to become the units commander, unless it already has one.
For every Farmer that a faction has, they produce ten (resource unique to each faction) at a certain time each day. This time is the same for each and every faction, which for simplicity is 12:00 A.M. Pacific Standard Time. This resource is what is used for the faction to build troops, which will count towards the units of the Faction, as in their armies for mass combat. Each faction has six different troops they can recruit using their special resource, each costing a different amount. What creature they are depends on the faction.
Troop type one: creature CR 1/2 or less, cost 1 resource (example: Lemure)
troop type two: creature CR 1 or less, cost 3 resource (Example: Imp)
troop type three:creature CR 2 or less, cost 5 resource (example: Spined Devil)
troop type four: Creature CR 3 or less, cost 10 resource. (Example: Bearded Devil)
troop type five: Creature CR 8 or less, cost 50 resource (example: Chain Devil)
troop type six: Creature CR 25 or less, cost 500 resource (example: Pit fiend)
these troops are recruited in increments of ten. For example, buying one Troop type one in this scenario would give you ten Lemures. However, for troop type six, it is instead recruited one at a time. So you would only get One Pit fiend, for example.
for combat, abilities that take a specific amount of time to recharge take that amount of time in real life. (Example: a one day use ability would recharge at the same time it was used the next day)
For smaller scale combat not including armies, you simply use regular combat rules for D&D.
Knight rankings and above can buy troops without the permission of the leader of the faction. Whoever bought the troops controls the factions as long as they are within the same region. A higher ranking character in the same region can confiscate the troops from a character (as long as there is reason in roleplay, the leader can veto any of these attempts if there isn’t a pretty good roleplay reason. don’t do it if you just want their troops for no reason, ask them to come with you or ask for them) as long as they are a member of the same faction (known spies don’t count) and a character can gift troops to another character of any ranking, granting ownership and control to them.
Promotion:
a player can be promoted to a higher rank in their faction if 1: there is an available spot for them, and 2: they would reasonably be promoted for roleplay reasons. A general can promote any player up to a knight, and only a leader can anoint generals. A player cannot be promoted twice within 5 days, and they cannot be promoted until after at least three days of being in the faction.
If the leader of a faction dies permanently, the general that has been the general the longest becomes the new faction leader. If you are promoted you have two options when you are promoted when it comes to your character: Make a new character or your new character gains upgrades or becomes more powerful to fit. Unless you really want to, we usually suggest doing the latter.
character creation:
Your character represents your rank in the guild, and follows the CR guidelines for your rank. Try to have your character fit with the theme of the faction, although less so if it is a spy. If your character dies and is not brought back through in game magic within a real life day, they are dead permanently and you lose your rank in the guild, so be careful! When this happens, you are demoted to the lowest guild rank.
Rules for spies!
1. If someone wants to be a spy for a faction, they PM a general (or leader. If the generals are pm'ed it's their job to alert the leader(s).), as asking in the main thread wouldn't work for obvious reasons. The general or leader would then decide which faction to send the spy into.
2. The spy asks to join the faction they were sent to.
3. The spy rises up in the ranks, and gains access to more and more information. (there will be PM meetings for different levels of ranking- Foot Soldier+, Knight+, and General and Leader only. The higher level the meeting, the bigger the information will likely be.) The spy has a PM thread with a general or the leader (or both) of their true faction where they share information they learn.
4. If the spy does a good job remaining undercover, then they keep feeding information to their true faction. However, if a general or higher thinks they're a spy, they can execute that spy and they'll perish.
5. Also, double agents are allowed, maybe even triple. Cause why not.
Alliances Rules!
Alliances can be formed between factions and individual people. For example, An alliance between faction A and faction B could form, And they agree to not attack each other and to send troops to help each other on the battlefield. Or, a general from faction A could ally with Faction C, sending out their personal troops to help them on the battlefield. Or two generals of rival factions teaming up together to storm the fortress of another faction. An alliance between factions cannot contain more than half of the factions in the game.
Regions!
Each faction, as you know, has its own thread. That thread serves both as a recruitment thread for new members as well as a thread for the region that faction controls (again, we suggest roleplay as much as you can! Your faction can have like side projects besides war and cool roleplay opportunities!) in the region there are three main bases for that faction: two small ones that take place on the region thread, and a large, main base that takes place in a separate PM. The two small bases can be raided if there are no troops that anyone in the faction used to drive off the threat. If a base is raided, a fight occurs around the base, involving any creature in the base as well as any army units occupying the base. If the defenders lose the fight, their base is taken by the opposing force and must be taken back. The main base can be breached only in one of two ways: if both of the smaller bases are controlled by the same or allied forces, the main base is able to be attacked directly. Other option is that a spy or invited force attacks within the base. This usually is not the best idea unless you have a loooooot of troops under your command. A fight within the main base works practically the same as described for the smaller bases, but the players invading the base are invited to the main base PM and they play out the fight there. If this happens, once their characters and armies leave the base, they must leave the PM as well. When your character leaves a region, main base, or dungeon thread, you must make a post publically announcing it as well as if and how many troops they are taking with them. A base in a region is also used as a faction’s special resource storage, allowing factions to store resources. Any resource the faction makes above this limit is wasted and destroyed. The smaller bases can contain 500 resource, and the Main base controls 2500. To access these and recruit troops, a character must simply be in the same region and their faction must control the base.
Destroying Factions!
A faction persists on through trials and tests, and is quite hard to destroy. It is possible however, and doing so is likely a main goal for most factions against their enemies. For a faction to be destroyed, several conditions must be met:
The base no longer controls All three of their home region bases (controls meaning they lose the fight of being invaded and either surrender, are taken prisoner, or are killed.)
Every single Knight, General, and Leader of the faction is dead. (The faction cannot appoint new ones of these roles until it controls at least one base, although it need not be their’s originally.)
The faction no longer collectively controls more than 10 army units.
If all of these conditions are met, the faction is disbanded and is permanently destroyed.
Dungeons and being taken prisoner!
If your character is reduced to 0 hitpoints, that need not be their end! The person who reduced you to 0 has a choice: kill you or take you prisoner. If they choose the ladder, you then travel with them and their army until they take you back to their region and then to their main base. You, however, do not simply get to join the main base thread, but shall instead be put in a dungeon PM as you are taken prisoner. While in this dungeon PM, you cannot post on other faction war threads in character and cannot post anything besides clarifying questions and the likes. A player that is part of the faction you were captured by can serve as a guard there. Every single real life day you spend in the dungeon PM, you can roll a d20. On a 15 or higher, you escape the dungeon into the region thread and must put a post describing your escape and your character moving threads. The DC goes up by 1 for every player character acting as a guard for this prison, to a maximum of 19. A general or higher of the faction currently controlling the main base is able to free you from the dungeon, with the permission of that factions leader or not.
And those are the main rules for this super, duper complex game! Unless it specifically comes up no need to read dungeons, alliances, and spies.
And with that, onto the personal descriptions for this thread!
-Definitely not Archfey (Edited to Un-Archify it by Bananer.)
Long before the factions rose to their power, the surrounding area was controlled by a powerful group of individuals who called themselves the Heroes of Light. That couldn't have been farther from the truth. They were tyrants, with armies far stronger then can be conceived. They performed conquest after conquest, climbing it to be the will of their so called god. They didn't just stop at tormenting those outside their walls, but inside too. Many races, Orcs, Goblins, Tieflings, Tabaxis even, and other so-called evil or rare creatures, were treated lesser by their government and neighbors, and many had to take to thievery to live.
One day, a group of these races decided they had enough, and formed a rebellion, naming themselves the 'Dark Legion' as if to insult the irony in their leaders titles. They grew in numbers by the day, and those at the top feared for their protection. They ordered a powerful wizard to destroy the Dark Legion, and he attempted too, but the rebels fled, with as many of the oppressed as they could, outside of the nations walls, and into a forest the Heroes of Light would never venture. The Abandoned Lands, a place where no gods nor devils power resides, and there they prepared for a war. A war they feared and ran from. They would not be cowards again if they were threatened.
Meanwhile, the Heroes of Light. What ever happened to them? Nobody quite knows, but rumors spread that they refused to pay the wizard for he did not truly kill the rebellion. His anger laid waste to the once great empire, leaving the land for others to fight over.
The primary resource of the Dark Legion is a variety of rare minerals, untapped by mortal hands, before. The fertile and diverse Land of the Aandoned Lands allows for a multitude of different crops to be grown year round.
(Time to roleplay me joining) *walks into main fort* greetings, I am Jeff and I wish to join the dark legion for our ideals align and I promise to bring this faction to greatness and I will not let you down so please consider
(Time to roleplay me joining) *walks into main fort* greetings, I am Jeff and I wish to join the dark legion for our ideals align and I promise to bring this faction to greatness and I will not let you down so please consider
Role play here is actually at the outposts. RP at main fort is in the PM
This is a thread for: Faction Wars!
Here is the general layout for factions. Most ranks are renamed.
Leader (1, or two in Jobah and Agate’s case) (CR 15-20) (also uses This)
General (2-3 generals) (CR 10-14)
Knight (5 knights) (CR 5-9)
Farmer (8 farmers) (CR 1-less)
footsoldier (any amount of footsoldier) (CR 3-less)
Every single faction follows this same format, although each one of their ranks has a different name, they are equivalent and function the same.
Some basic rules:
1:Roleplay, roleplay, roleplay! We want you to do it, it makes everything more fun, we will be doing it! Have strategy conversations in character and stuff! It makes the game much more fun.
2:PG-13 everyone! Listen, this is mostly a game where you will wage war and brutally destroy your enemies. But nothing above what you would see in a PG-13 marvel movie.
3:Romance is allowed, although I doubt it’ll come up. But if it does, no inappropriate stuff!
4:In your first post in whatever thread you see this message first, write a compliment to Archfey. Who definitely isn’t writing this. I promise. (Please ignore this. Archfey wrote it.)
5:Don’t get too competitive or angry. And don’t bring any drama into these threads, leave it outside, we don’t wanna deal with it here.
6:Ignore rule 4, actually write, “Bippity Boppity Boom!” Which is my signature spell. Again, definitely not Archfey writing this. (Just like 4, ignore this.)
7: Just… don’t be a mean person. Don’t insult or argue or say how someone’s idea is utterly stupid and should burn in the pits of the underworld because that’s not nice :>
8: Please, don’t make overly jokey characters. Some of the factions are a bit silly, but this is still a serious game. Funny characters are allowed, just don’t play as an obvious meme character. I mean, I have a gunslinger fighter named Goldi Flintlocks but she’s still pretty serious. This is a serious game about war!
9: Since 4 and 6 are denied, put a type of plant in your first post.
Combat rules!
For army combat, we can use these rules: https://media.wizards.com/2017/dnd/downloads/2017_UAMassCombat_MCUA_v1.pdf
Any player in the Unit can count as the Unit’s commander, who decides what the Unit does. Otherwise, whoever bought the army or currently has ownership over the army controls it, with one unit in the army acting as the commander. If there is a higher ranking character of the same faction in that unit, they get priority to become the units commander, unless it already has one.
For every Farmer that a faction has, they produce ten (resource unique to each faction) at a certain time each day. This time is the same for each and every faction, which for simplicity is 12:00 A.M. Pacific Standard Time. This resource is what is used for the faction to build troops, which will count towards the units of the Faction, as in their armies for mass combat. Each faction has six different troops they can recruit using their special resource, each costing a different amount. What creature they are depends on the faction.
Troop type one: creature CR 1/2 or less, cost 1 resource (example: Lemure)
troop type two: creature CR 1 or less, cost 3 resource (Example: Imp)
troop type three: creature CR 2 or less, cost 5 resource (example: Spined Devil)
troop type four: Creature CR 3 or less, cost 10 resource. (Example: Bearded Devil)
troop type five: Creature CR 8 or less, cost 50 resource (example: Chain Devil)
troop type six: Creature CR 25 or less, cost 500 resource (example: Pit fiend)
these troops are recruited in increments of ten. For example, buying one Troop type one in this scenario would give you ten Lemures. However, for troop type six, it is instead recruited one at a time. So you would only get One Pit fiend, for example.
for combat, abilities that take a specific amount of time to recharge take that amount of time in real life. (Example: a one day use ability would recharge at the same time it was used the next day)
For smaller scale combat not including armies, you simply use regular combat rules for D&D.
Knight rankings and above can buy troops without the permission of the leader of the faction. Whoever bought the troops controls the factions as long as they are within the same region. A higher ranking character in the same region can confiscate the troops from a character (as long as there is reason in roleplay, the leader can veto any of these attempts if there isn’t a pretty good roleplay reason. don’t do it if you just want their troops for no reason, ask them to come with you or ask for them) as long as they are a member of the same faction (known spies don’t count) and a character can gift troops to another character of any ranking, granting ownership and control to them.
Promotion:
a player can be promoted to a higher rank in their faction if 1: there is an available spot for them, and 2: they would reasonably be promoted for roleplay reasons. A general can promote any player up to a knight, and only a leader can anoint generals. A player cannot be promoted twice within 5 days, and they cannot be promoted until after at least three days of being in the faction.
If the leader of a faction dies permanently, the general that has been the general the longest becomes the new faction leader. If you are promoted you have two options when you are promoted when it comes to your character: Make a new character or your new character gains upgrades or becomes more powerful to fit. Unless you really want to, we usually suggest doing the latter.
character creation:
Your character represents your rank in the guild, and follows the CR guidelines for your rank. Try to have your character fit with the theme of the faction, although less so if it is a spy. If your character dies and is not brought back through in game magic within a real life day, they are dead permanently and you lose your rank in the guild, so be careful! When this happens, you are demoted to the lowest guild rank.
Rules for spies!
1. If someone wants to be a spy for a faction, they PM a general (or leader. If the generals are pm'ed it's their job to alert the leader(s).), as asking in the main thread wouldn't work for obvious reasons. The general or leader would then decide which faction to send the spy into.
2. The spy asks to join the faction they were sent to.
3. The spy rises up in the ranks, and gains access to more and more information. (there will be PM meetings for different levels of ranking- Foot Soldier+, Knight+, and General and Leader only. The higher level the meeting, the bigger the information will likely be.) The spy has a PM thread with a general or the leader (or both) of their true faction where they share information they learn.
4. If the spy does a good job remaining undercover, then they keep feeding information to their true faction. However, if a general or higher thinks they're a spy, they can execute that spy and they'll perish.
5. Also, double agents are allowed, maybe even triple. Cause why not.
Alliances Rules!
Alliances can be formed between factions and individual people. For example, An alliance between faction A and faction B could form, And they agree to not attack each other and to send troops to help each other on the battlefield. Or, a general from faction A could ally with Faction C, sending out their personal troops to help them on the battlefield. Or two generals of rival factions teaming up together to storm the fortress of another faction. An alliance between factions cannot contain more than half of the factions in the game.
Regions!
Each faction, as you know, has its own thread. That thread serves both as a recruitment thread for new members as well as a thread for the region that faction controls (again, we suggest roleplay as much as you can! Your faction can have like side projects besides war and cool roleplay opportunities!) in the region there are three main bases for that faction: two small ones that take place on the region thread, and a large, main base that takes place in a separate PM. The two small bases can be raided if there are no troops that anyone in the faction used to drive off the threat. If a base is raided, a fight occurs around the base, involving any creature in the base as well as any army units occupying the base. If the defenders lose the fight, their base is taken by the opposing force and must be taken back. The main base can be breached only in one of two ways: if both of the smaller bases are controlled by the same or allied forces, the main base is able to be attacked directly. Other option is that a spy or invited force attacks within the base. This usually is not the best idea unless you have a loooooot of troops under your command. A fight within the main base works practically the same as described for the smaller bases, but the players invading the base are invited to the main base PM and they play out the fight there. If this happens, once their characters and armies leave the base, they must leave the PM as well. When your character leaves a region, main base, or dungeon thread, you must make a post publically announcing it as well as if and how many troops they are taking with them. A base in a region is also used as a faction’s special resource storage, allowing factions to store resources. Any resource the faction makes above this limit is wasted and destroyed. The smaller bases can contain 500 resource, and the Main base controls 2500. To access these and recruit troops, a character must simply be in the same region and their faction must control the base.
Destroying Factions!
A faction persists on through trials and tests, and is quite hard to destroy. It is possible however, and doing so is likely a main goal for most factions against their enemies. For a faction to be destroyed, several conditions must be met:
The base no longer controls All three of their home region bases (controls meaning they lose the fight of being invaded and either surrender, are taken prisoner, or are killed.)
Every single Knight, General, and Leader of the faction is dead. (The faction cannot appoint new ones of these roles until it controls at least one base, although it need not be their’s originally.)
The faction no longer collectively controls more than 10 army units.
If all of these conditions are met, the faction is disbanded and is permanently destroyed.
Dungeons and being taken prisoner!
If your character is reduced to 0 hitpoints, that need not be their end! The person who reduced you to 0 has a choice: kill you or take you prisoner. If they choose the ladder, you then travel with them and their army until they take you back to their region and then to their main base. You, however, do not simply get to join the main base thread, but shall instead be put in a dungeon PM as you are taken prisoner. While in this dungeon PM, you cannot post on other faction war threads in character and cannot post anything besides clarifying questions and the likes. A player that is part of the faction you were captured by can serve as a guard there. Every single real life day you spend in the dungeon PM, you can roll a d20. On a 15 or higher, you escape the dungeon into the region thread and must put a post describing your escape and your character moving threads. The DC goes up by 1 for every player character acting as a guard for this prison, to a maximum of 19. A general or higher of the faction currently controlling the main base is able to free you from the dungeon, with the permission of that factions leader or not.
And those are the main rules for this super, duper complex game! Unless it specifically comes up no need to read dungeons, alliances, and spies.
And with that, onto the personal descriptions for this thread!
-Definitely not Archfey (Edited to Un-Archify it by Bananer.)
Long before the factions rose to their power, the surrounding area was controlled by a powerful group of individuals who called themselves the Heroes of Light. That couldn't have been farther from the truth. They were tyrants, with armies far stronger then can be conceived. They performed conquest after conquest, climbing it to be the will of their so called god. They didn't just stop at tormenting those outside their walls, but inside too. Many races, Orcs, Goblins, Tieflings, Tabaxis even, and other so-called evil or rare creatures, were treated lesser by their government and neighbors, and many had to take to thievery to live.
One day, a group of these races decided they had enough, and formed a rebellion, naming themselves the 'Dark Legion' as if to insult the irony in their leaders titles. They grew in numbers by the day, and those at the top feared for their protection. They ordered a powerful wizard to destroy the Dark Legion, and he attempted too, but the rebels fled, with as many of the oppressed as they could, outside of the nations walls, and into a forest the Heroes of Light would never venture. The Abandoned Lands, a place where no gods nor devils power resides, and there they prepared for a war. A war they feared and ran from. They would not be cowards again if they were threatened.
Meanwhile, the Heroes of Light. What ever happened to them? Nobody quite knows, but rumors spread that they refused to pay the wizard for he did not truly kill the rebellion. His anger laid waste to the once great empire, leaving the land for others to fight over.
The primary resource of the Dark Legion is a variety of rare minerals, untapped by mortal hands, before. The fertile and diverse Land of the Aandoned Lands allows for a multitude of different crops to be grown year round.
Rankings
Ranks (In order of rank):
Leader: DrakenBrine (Galfast the Daemon)
Heads of Craft (Generals): 49t7s8hckr, 2 Open
Blood Bound (Knights): 5 Open
Caretakers (Farmers): 8 Open
Brave Men (Foot soldiers): Open
Troops:
T1 Shadow
T2 Thri-Kreen
T3 Faerie Dragon
T4 Githyanki Warrior
T5 Wraith
T6 Ancient Red Dragon
*Thread made by DrakenBrine for the Dark Legion*
Hi, I’m DrakenBrine, here’s my Sig and characters
I am The Grand Envisioner!
Neutral thread
Other Factions
The Regnum Collective
The Square Society (coming soon)
The Baronies
The Wildeborn
Hi, I’m DrakenBrine, here’s my Sig and characters
I am The Grand Envisioner!
can i join
Sure. Do you want to be a Blood Bound, Head of Craft, Caretaker, or a Brave Man?
Hi, I’m DrakenBrine, here’s my Sig and characters
I am The Grand Envisioner!
Draken, someone has to be in the faction multiple days to be promoted. 49t can only start as a farmer or foot soldier.
Hello! I am a perfectly sane gibberer. Hi! :D
Locations are dead, the Temple of Potassium has fallen but its ideals live on
A mysterious link of chain... (Extended signature). PRAISE JEFF THE EVIL ROOMBA! REALLY cool video.
One of the Warlock Patrons on the forums. Low, low price of your soul, your firstborn child and your liver!
Titles: The Echoing Story Spewer from Drummer, the Endless Maws from Isis, the Mad Murderer from PJ
Oh, right. Sorry.
Hi, I’m DrakenBrine, here’s my Sig and characters
I am The Grand Envisioner!
I’m a tiefling warlock
I’ll post the link to my character
Cool. That means you’re a Brave Man, or Woman. I’ll add you to the HQ PM
Hi, I’m DrakenBrine, here’s my Sig and characters
I am The Grand Envisioner!
It took like 3 minutes to make this character so I didn’t put much thought into the name
That’s alright. You can think of it on the fly.
Hi, I’m DrakenBrine, here’s my Sig and characters
I am The Grand Envisioner!
I just did the quick build thing
Again, fine.
Hi, I’m DrakenBrine, here’s my Sig and characters
I am The Grand Envisioner!
(Time to roleplay me joining) *walks into main fort* greetings, I am Jeff and I wish to join the dark legion for our ideals align and I promise to bring this faction to greatness and I will not let you down so please consider
Role play here is actually at the outposts. RP at main fort is in the PM
Hi, I’m DrakenBrine, here’s my Sig and characters
I am The Grand Envisioner!
Oh ok my bad
But you get the point
Yeah
Hi, I’m DrakenBrine, here’s my Sig and characters
I am The Grand Envisioner!
I’m trying my best to convince people to join
Idk what we should do