Quirl
05-05-2011, 02:51
http://oi52.tinypic.com/14sffja.jpg (https://www.youtube.com/watch?v=xvwD5h2HsMQ)
"Wear your masks in proud submission to Him, the Qara-Kâhin! You are not men while you wear His face! You are legion! You are Ghūl!"
~ Qara'yön, 1.18
A Rusichi TW 1.1 RPG
Black March
If you wish to join, please send me the desired name of your character, a quote from your character, a portrait of him, the name of his Beylik, and the standard for his Beylik.
Your character's name and appearance is preferably steppe-turkic. However, he can also be Arabic, Roman, or Russian. When I have your character's name, quote, and picture I will assemble a portrait similar to these examples {1 (https://i43.tinypic.com/209li8o.jpg)}{2 (https://i42.tinypic.com/2ih2ico.jpg)}{3 (https://i42.tinypic.com/2iiveia.jpg)}. When creating a Turkish name for your Beylik, please use Google Translate (http://translate.google.com/#en|tr|). To see examples of the types of Beylik standards which are associated with the Qara-Suu, please see these examples. {1 (https://i43.tinypic.com/29268i9.jpg)}{2 (https://i39.tinypic.com/f52gbk.jpg)}{3 (https://i41.tinypic.com/ofdg5y.jpg)} I would suggest looking up "Tribal Tattoos" in Google Images for inspiration. I only need your beylik's image. I will incorporate it into a standard.
We will be playing with a heavily modded version of the Ruischi 1.1 M2TW (http://www.twcenter.net/forums/showthread.php?t=187774) mod, so all these things will be appearing in game. Please take time and consideration when choosing how you would like your avatar and beylik to be represented.
The Campaign
http://oi56.tinypic.com/jjld7t.jpg
"The bigger you are, the more you are hated. The smaller you are, the more your actions go unseen. Humility is a dagger in the night."
~ Qara'yön, 6.72
Last year's breakaway hotseat, Lords of the East (https://forums.totalwar.org/vb/showthread.php?122368-Broken-Crescent-2.02-Hotseat-Lords-of-the-East), gave rise to one of the most nefarious and feared factions ever conceived at the Org and in M2TW: The Qara-Suu Khağanate (https://forums.totalwar.org/vb/showthread.php?122369-Lords-of-the-East-Library&p=2353419&viewfull=1#post2353419). Now you have a chance to play the Northern Ghūl as they conquer Europe and race against the clock in preparation for another steppe menace coming from the east—perhaps even more powerful than they.
***
The year is 1197. Nearly 7 years have passed since the Rajput Empire, the last remaining nation with enough power in the Middle East to oppose the Khağanate, crumbled in the face of the Ghūl onslaught. Unfortunately, with the defeat of the Rajputs, Nasreddîn Tasköprülüzâde, the Qara-Kâhin and Prophet of Tengrii, passed away. His successor, Tegin Savalat, soon inherited the throne. But how does one succeed a prophet?
For 6 years Tegin consolidated his power in the east. Egypt became annexed, The Omani Admiralty fled for foreign shores, and the last of the Rajput Imperial bloodline was hunted down and exterminated. In Baghdad, the puppet Caliph was forced to declare Nasreddîn a prophet and add to the Qu'ran a new book: the Qara'yön (The Black Path), God's new plan to establish heaven on earth—with the Khağanate at its head. Those who did not submit were annihilated. Entire cities were wiped out. Atop the bodies of his own people, Tegin has established the foundation for a lasting empire.
Now, with his power firmly rooted, perhaps it is time to look West—to the quaking kingdoms of Europe. Their lands are ripe with harvest. Their cities rich in coin. Still, the blasphemous Pope refuses to bow and, indeed, a lesson seems to be in order. Yet, word has come from their neighbors, the Qara-Qhitai: another empire is on the rise. There is a force stirring in the eastern steppes that has some amongst the Qhitai very nervous.
But no matter. That threat lies on the Qhitai borders and it is their concern. For now, the time to invade Europe has come. Tegin has sent word. The northern Beyliks and their masters have answered the call. The Black March has begun...
How to Play
Detailed Rules to Black March
This section has yet to be made. I can tell you that we will be playing with a heavily modified version of the Rusichi 1.1 M2TW (http://www.twcenter.net/forums/showthread.php?t=187774) mod and that the rules will be similar to most RPG's here at the Org.
Participants
Regular players may post in the Black March Library story thread.
Regular players may post in the Black March Council Chambers.
Players and Factions List:
Thanatos Eclipse
Zim
AAR writers.
Regular players are encouraged to write AARS in the Black March Library at their leisure.
Guest AAR writers who are not regular players are free to post AARs at their leisure in the The Library, but must first contact me via PM to gain permission.
Guest AAR writers will be given credit for all AARs they write in the The Library.
Regular guest AAR writers will be given special consideration as backups should a regular player drop or cannot be reached.
GM Responsibilities
I (Quirl) am, of course, the GM.
Every 5-10 turns I will post a turn update on the development of the game.
Every 5-10 turns I will update the campaign map featured in this post.
Hotseat campaign and admin-control allow me to control AI factions for the purposes of RP and gameplay.
I reserve the right to enforce the rules of this game.
On any issues of concern that might arise during gameplay, I reserve the right to either cast a vote for its solution or make a judgment call on my own (though, I will certainly be open to any and all advice on such issues).
Rules
Campaign Rules. Below are the rules for this game as set by the Campaign.
We will be playing on the Long Campaign rules.
Battle Timer is off.
Show CPU moves is on.
Autoresolve will be off (meaning that you may fight battles on the campaign map).
GM Rules. Below are the rules for this game as set by the GM.
Using spies to open the gates of settlements is prohibited. You can, however, open the gates of forts.
Cheats are not allowed.
Admin-enabled is on to allow me to access the saved games of missing players and to switch factions between player and AI control.
After completing your move, please upload your save game file and send a PM to the next player in line to alert them that it is their turn. Also, please announce in this thread that you have finished your turn.
When saving your game, please save it as "BM-turn number-next player up."
Players are requested to compete in good faith and with positive sportsmanship at all times.
Any concerns for the development of the game must be taken up with the GM before posting in the main thread. I will be particularly harsh regarding this rule due to frequent problems experienced in the past while GMing.
“Grudge play,” or players who compete with obvious and/or malicious grudges against other players, will not be tolerated.
It is requested that while in the Lords of the East Council Chambers you stay IC (in character) and post all OOC (out of character) comments in “spoiler tabs,” marked above as “OOC:” Role playing will not be heavily enforced in this game, but please respect other players who wish to role play as well as compete.
Destroying buildings inside a settlement under siege is prohibited.
A player must hold a settlement for at least 3 turns before being able to destroy any buildings inside.
Ships docked inside a blockaded port must break the blockade in order to leave the port.
When sieging settlements, there are certain restrictions on siege equipment:
Balistas may only siege forts.
Catapults may siege everything without ballista towers.
Trebuchets may siege everything.
There are certain restrictions on the number of unit cards a ship can transport at a time. These restriction are limited to single vessels, not entire fleets:
A single ship can only transport 2 non-siege unit cards at a time.
A single ship can only transport 1 siege unit card a time.
No exploits. The following exploits are banned.
Re-loading of save game to play the turn again in a different way, or to create a different outcome.
Surround and destroy exploit (relating to agents, also to armies or ships engaged in battle. An escape route of at least one tile must be left.)
Deliberately setting up tribute deals which will result in a faction going more than 20k in debt.
Deliberately exchanging territories for the sole purpose of gaining a free garrison.
Deliberate manipulation of the diplomacy system in order to break a siege, or achieve any other unrealistic in-game outcome.
Merchant fort/army exploit
Attacking ships which are docked in port is prohibited.
Deliberately sallying out to rob the attacking player of the "occupation options" screen (sallying out with a 1:4 chance of victory or less is forbidden).
Requirements
We will be playing with heavily modded version of the Ruisichi Total War 1.1 (http://www.twcenter.net/forums/showthread.php?t=187774) mod. This version of the mod is compatible with Kingdoms and installs in a separate folder, allowing vanilla to still be played. Be aware that you should also have the 1.3 patch (http://www.strategyinformer.com/pc/patches/medieval2totalwar/patch.html) for your M2TW game.
Each turn should be completed within 48 hours upon private retrieval and/or public posting of your move’s save game file.
Extensions can be granted in extenuating situations at the discretion of the GM.
After 48 hours with no contact from a player the GM will skip the player's turn. To avoid this, please arrange a sub should you expect to miss your deadline. Passwords can be reset afterward if you wish to keep your faction information private.
If by the third turn a player cannot be reached over private PM or any other means, that player runs the risk of being permanently replaced by another player.
"Wear your masks in proud submission to Him, the Qara-Kâhin! You are not men while you wear His face! You are legion! You are Ghūl!"
~ Qara'yön, 1.18
A Rusichi TW 1.1 RPG
Black March
If you wish to join, please send me the desired name of your character, a quote from your character, a portrait of him, the name of his Beylik, and the standard for his Beylik.
Your character's name and appearance is preferably steppe-turkic. However, he can also be Arabic, Roman, or Russian. When I have your character's name, quote, and picture I will assemble a portrait similar to these examples {1 (https://i43.tinypic.com/209li8o.jpg)}{2 (https://i42.tinypic.com/2ih2ico.jpg)}{3 (https://i42.tinypic.com/2iiveia.jpg)}. When creating a Turkish name for your Beylik, please use Google Translate (http://translate.google.com/#en|tr|). To see examples of the types of Beylik standards which are associated with the Qara-Suu, please see these examples. {1 (https://i43.tinypic.com/29268i9.jpg)}{2 (https://i39.tinypic.com/f52gbk.jpg)}{3 (https://i41.tinypic.com/ofdg5y.jpg)} I would suggest looking up "Tribal Tattoos" in Google Images for inspiration. I only need your beylik's image. I will incorporate it into a standard.
We will be playing with a heavily modded version of the Ruischi 1.1 M2TW (http://www.twcenter.net/forums/showthread.php?t=187774) mod, so all these things will be appearing in game. Please take time and consideration when choosing how you would like your avatar and beylik to be represented.
The Campaign
http://oi56.tinypic.com/jjld7t.jpg
"The bigger you are, the more you are hated. The smaller you are, the more your actions go unseen. Humility is a dagger in the night."
~ Qara'yön, 6.72
Last year's breakaway hotseat, Lords of the East (https://forums.totalwar.org/vb/showthread.php?122368-Broken-Crescent-2.02-Hotseat-Lords-of-the-East), gave rise to one of the most nefarious and feared factions ever conceived at the Org and in M2TW: The Qara-Suu Khağanate (https://forums.totalwar.org/vb/showthread.php?122369-Lords-of-the-East-Library&p=2353419&viewfull=1#post2353419). Now you have a chance to play the Northern Ghūl as they conquer Europe and race against the clock in preparation for another steppe menace coming from the east—perhaps even more powerful than they.
***
The year is 1197. Nearly 7 years have passed since the Rajput Empire, the last remaining nation with enough power in the Middle East to oppose the Khağanate, crumbled in the face of the Ghūl onslaught. Unfortunately, with the defeat of the Rajputs, Nasreddîn Tasköprülüzâde, the Qara-Kâhin and Prophet of Tengrii, passed away. His successor, Tegin Savalat, soon inherited the throne. But how does one succeed a prophet?
For 6 years Tegin consolidated his power in the east. Egypt became annexed, The Omani Admiralty fled for foreign shores, and the last of the Rajput Imperial bloodline was hunted down and exterminated. In Baghdad, the puppet Caliph was forced to declare Nasreddîn a prophet and add to the Qu'ran a new book: the Qara'yön (The Black Path), God's new plan to establish heaven on earth—with the Khağanate at its head. Those who did not submit were annihilated. Entire cities were wiped out. Atop the bodies of his own people, Tegin has established the foundation for a lasting empire.
Now, with his power firmly rooted, perhaps it is time to look West—to the quaking kingdoms of Europe. Their lands are ripe with harvest. Their cities rich in coin. Still, the blasphemous Pope refuses to bow and, indeed, a lesson seems to be in order. Yet, word has come from their neighbors, the Qara-Qhitai: another empire is on the rise. There is a force stirring in the eastern steppes that has some amongst the Qhitai very nervous.
But no matter. That threat lies on the Qhitai borders and it is their concern. For now, the time to invade Europe has come. Tegin has sent word. The northern Beyliks and their masters have answered the call. The Black March has begun...
How to Play
Detailed Rules to Black March
This section has yet to be made. I can tell you that we will be playing with a heavily modified version of the Rusichi 1.1 M2TW (http://www.twcenter.net/forums/showthread.php?t=187774) mod and that the rules will be similar to most RPG's here at the Org.
Participants
Regular players may post in the Black March Library story thread.
Regular players may post in the Black March Council Chambers.
Players and Factions List:
Thanatos Eclipse
Zim
AAR writers.
Regular players are encouraged to write AARS in the Black March Library at their leisure.
Guest AAR writers who are not regular players are free to post AARs at their leisure in the The Library, but must first contact me via PM to gain permission.
Guest AAR writers will be given credit for all AARs they write in the The Library.
Regular guest AAR writers will be given special consideration as backups should a regular player drop or cannot be reached.
GM Responsibilities
I (Quirl) am, of course, the GM.
Every 5-10 turns I will post a turn update on the development of the game.
Every 5-10 turns I will update the campaign map featured in this post.
Hotseat campaign and admin-control allow me to control AI factions for the purposes of RP and gameplay.
I reserve the right to enforce the rules of this game.
On any issues of concern that might arise during gameplay, I reserve the right to either cast a vote for its solution or make a judgment call on my own (though, I will certainly be open to any and all advice on such issues).
Rules
Campaign Rules. Below are the rules for this game as set by the Campaign.
We will be playing on the Long Campaign rules.
Battle Timer is off.
Show CPU moves is on.
Autoresolve will be off (meaning that you may fight battles on the campaign map).
GM Rules. Below are the rules for this game as set by the GM.
Using spies to open the gates of settlements is prohibited. You can, however, open the gates of forts.
Cheats are not allowed.
Admin-enabled is on to allow me to access the saved games of missing players and to switch factions between player and AI control.
After completing your move, please upload your save game file and send a PM to the next player in line to alert them that it is their turn. Also, please announce in this thread that you have finished your turn.
When saving your game, please save it as "BM-turn number-next player up."
Players are requested to compete in good faith and with positive sportsmanship at all times.
Any concerns for the development of the game must be taken up with the GM before posting in the main thread. I will be particularly harsh regarding this rule due to frequent problems experienced in the past while GMing.
“Grudge play,” or players who compete with obvious and/or malicious grudges against other players, will not be tolerated.
It is requested that while in the Lords of the East Council Chambers you stay IC (in character) and post all OOC (out of character) comments in “spoiler tabs,” marked above as “OOC:” Role playing will not be heavily enforced in this game, but please respect other players who wish to role play as well as compete.
Destroying buildings inside a settlement under siege is prohibited.
A player must hold a settlement for at least 3 turns before being able to destroy any buildings inside.
Ships docked inside a blockaded port must break the blockade in order to leave the port.
When sieging settlements, there are certain restrictions on siege equipment:
Balistas may only siege forts.
Catapults may siege everything without ballista towers.
Trebuchets may siege everything.
There are certain restrictions on the number of unit cards a ship can transport at a time. These restriction are limited to single vessels, not entire fleets:
A single ship can only transport 2 non-siege unit cards at a time.
A single ship can only transport 1 siege unit card a time.
No exploits. The following exploits are banned.
Re-loading of save game to play the turn again in a different way, or to create a different outcome.
Surround and destroy exploit (relating to agents, also to armies or ships engaged in battle. An escape route of at least one tile must be left.)
Deliberately setting up tribute deals which will result in a faction going more than 20k in debt.
Deliberately exchanging territories for the sole purpose of gaining a free garrison.
Deliberate manipulation of the diplomacy system in order to break a siege, or achieve any other unrealistic in-game outcome.
Merchant fort/army exploit
Attacking ships which are docked in port is prohibited.
Deliberately sallying out to rob the attacking player of the "occupation options" screen (sallying out with a 1:4 chance of victory or less is forbidden).
Requirements
We will be playing with heavily modded version of the Ruisichi Total War 1.1 (http://www.twcenter.net/forums/showthread.php?t=187774) mod. This version of the mod is compatible with Kingdoms and installs in a separate folder, allowing vanilla to still be played. Be aware that you should also have the 1.3 patch (http://www.strategyinformer.com/pc/patches/medieval2totalwar/patch.html) for your M2TW game.
Each turn should be completed within 48 hours upon private retrieval and/or public posting of your move’s save game file.
Extensions can be granted in extenuating situations at the discretion of the GM.
After 48 hours with no contact from a player the GM will skip the player's turn. To avoid this, please arrange a sub should you expect to miss your deadline. Passwords can be reset afterward if you wish to keep your faction information private.
If by the third turn a player cannot be reached over private PM or any other means, that player runs the risk of being permanently replaced by another player.