(Click the map)
Welcome to the Hebrides.
It hates you too.
For 500 years the numerous human citystates and nations of the Hebrides have worked together under a loose and confusing assortment of alliances, trade agreements and diktats established by a ruling council. Both to ensure protection from the Khanate's aggressive movements, the expltative elves of the great northern forests and to ensure no Hebridean state becomes too powerful.
Needless to say this failed in almost all respects.
But despite setbacks and several kingdoms leaving the federation to pursue their own destinies, the federation has prospered for a time, and even managed to settle the rich Islands off its coasts and the virgin islands of the southern sea. But despite its power and prestige, the federal state is a bloated mess of bureaucracy, scandal and decay. The opulent architecture of the Burghers and nobles of the capital are rundown, and ugly, famine is common in what were once praised as breadbaskets, trade is choked by crippling state tarriffs and the ruling parliament lines its own pockets with the ludicrous state income, lords and their equivalents in the member nations of the federation chaffed under the rule of 'The Parliament in the North'.
Something had to be done.
Somehow,
Someway.
Someone.
It was at a general meeting of the parliament in the capital over the scandal of the 'Veno concordat' which involved selling basically all the Federal state's investments in federal trading companies to the city state of Veno, that a Dwarf walked out of the House of Commons.
Dwarves are a shady people at the best of times, little is known about them, but their kingdoms are rightly feared. Someone had managed to hire a dwarf mercenary to destroy the Federal Parliament, and that spark lit a conflageration that would erupt across the entire Hebrides and bring life and death to entire nations.
This is a tale of those times.
Best put the kettle on.
---
So I learned much from my foray into Heirs of Perdition, I learned how to run a nation building game, and how NOT to run a nation building game.
Also how to draw maps, that too.
Now there are many mechanics at work in this game, most of them wont be revealed until the initial revolutionary period is over. But the most relevant to players jumping in on this game are the military mechanics, which will be explained once I have sufficient number of players.
Now if you will look at the map you will see an absurd number of cities.
What you will not see is the absurd number of bonuses and resources I have laid out all across that map.
This is so that during the revolutionary period, people wont know where all the good stuff is.
Sides, most players will be dead before the revolutionary period ends
So yeah, I advise you not to put too much detail on your nation until the revolutionary period is over since the revolutionary period will be very very very player heavy.
Which means that I will be lowering my entrance standards from Heirs of perdition.
The 'good' players will shine through in the end.
So here's the rules and her's the available unit layouts.
(Yes there is magic in this game, and gods, there's mechanics in play to control them, and no one will have access to priests or mages in the revolutionary period, even if they are theocracy/mageocracy Why? Blame the federation, you can make up a reason why the feds would put you in a situation where you wouldn't have them at gamestart)
Now with that stated, I am looking for ALOT of players at gamestart, somewhere up to thirty, because it is almost CERTAIN that half of them will be dead by the end of the revolution. Hopefully somewhere close to 30
Why?
Because every player needs to have at least 3-4 cities owned before the revolution ends (obvious exceptions to players who somehow manage to survive the revolution with only one cities)
So this means most players will be dead.
So here is the rules and Application