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Gen 1.5 Intermission. Constructing Your Castle

a guest Mar 25th, 2015 210 Never
  1. Gen 1.5 Intermission. Constructing Your Castle.
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  3. You've rescued your first princess(es) and now have a kingdom to build! That means starting with a decent castle. Well we can give you the usual mott and baily set up, dungeons, basic barracks for your knights, feast hall, stables, dungeons, the works. But it'll be pretty poor compared to MOST kingdom's castles... you want some more right? Well good news! Your Princess' in-laws are sending materials to help you expand! Each time you marry a princess, you'll be able to upgrade your castle with the following rules:
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  5. 1) Look at the colors of the names and stats of your rescued princesses. Those determine which of the following upgrades you get.
  6. 2) If they are two different colors, then choose between those two colors. No. You don't get both.
  7. 3) Special rules for White Dragon Architect Below.
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  9. >Blue: Armory-Barracks: You get a gift of veteran troops and equipment from one of the kingdoms of your in-laws, plus the materials to expand your castle to billet and train them. The more of these you build, the more troops you have to defend your castle with.
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  11. >Green: Automated Functions: Your castle is imbued with gears, golems, and power sources, letting you power more and more traps, serving functions, and utilities throughout the castle the more automation you have. The more you have, the more things are automated.
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  13. >Red: Air Ship Docks: Your castle comes equipped with air ship docks, complete with accompanying sky vessels. The more of this you take, the more and larger air ships you can dock.
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  15. >Black: Void portal: In times of jeopardy or just plain laze you may summon forth questionable beings from a darker dimension to do your bidding, requiring only blood offering to summon, USE WITH CAUTION. The more of these you build, the more complex and potent rituals you can preform, giving you greater summons in both quantity and quality, but the risks increase exponentially.
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  17. >Brown: Sanctified-Chapel: You build a magnificent chapel to one of the gods you worship, or even to just a concept. This chapel gives you enormous sway with those who worship the focus of the chapel, even if they are technically loyal to other kingdoms. The more of these you build, the more gods you can build them to, or the greater sway you can have over the worshipers of one particular religion.
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  19. >Pink: Traders' Gate: You build a massive gate that creates a portal between your kingdom and another. This portal can easily and safely be shut any time, and mostly serves to speed trade and the flow of money between your kingdoms. The more you build, the more kingdoms you link into your trade network, making it even more profitable to use your gates regardless of the tariffs you charge.
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  21. >Grey: Ancient Vaults: These vaults are unbreakable and enormous, store your treasury or make a perfect panic room, or turn them into inescapable dungeons for your worst criminals! The more you build, the more varied purposes or more efficient at their purposes they become.
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  23. >Purple: Wizard's Hall: A great set of libraries and labratories dedicated to a single school of magic are built in your castle. Magical practitioners from all over will journey to your kingdom to study and experiment there, paying you in enchantments, gold, and even fealty. The more of these you build, the more schools of magic you can attract the practitioners of.
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  25. >Orange: Core-Forge: Drawing power directly from the mantle of the world and leylines that permeate the crust above it, this forge can create incredibly potent magical artefacts, or just turn out incredible amounts of mundane tools as long as it is supplied with materials. The more of these you build, the larger projects they can be set too, and the faster they preform them.
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  27. >Yellow: Solar Tower: This massive tower allows you to concentrate any light in the sky, from the sun and moon, to the stars themselves, into a powerful beacon or a burning beam of death, wherever you so desire in your kingdom or around it's immediate borders. The more of these you build, the greater the power they can concentrate, and the longer the range they can direct their light at.
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  29. >White Dragon Architect: She will become one of your companions on a single condition, she wants two dowries and a lust gift, she will accept no less, but in return, she will double the power of any part of your castle she takes a hand in building. If you do not grab her during this intermission, then she will be snapped up by another knight and become unavailable to you in following gens.
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