by Max Barry

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Chef Big Dog wrote:Ive always wanted to try it out. How expensive is it to get into?

I found the miniatures to be price-y, personally.

The Sea of Shadows wrote:Today is our First Founder and Chief Compliance Officer Scardino's birthday! Celebrations are mandatory!

Many returns of the day!

Choronn wrote:The core source material is about $40-$100 USD depending on where you shop, and then then there’s the emotional cost if you have a narration oriented gm like mine. The description of civilian deaths… it shouldn’t be too hard if you’re good at other war games like HOI4, but role playing an army can be complicated.

Wew. That's a bit of an investment. I can't really talk though since I have some wallet draining hobbies. Might stop near a store by me and check it out, the people who are into it seem to have a lot of fun with it.

Chef Big Dog wrote:Wew. That's a bit of an investment. I can't really talk though since I have some wallet draining hobbies. Might stop near a store by me and check it out, the people who are into it seem to have a lot of fun with it.

Games Workshop games are always known for being absurdly expensive. But, 40k fans are die hard and will buy it.

A Bloodred Moon wrote:I found the miniatures to be price-y, personally.

I make scenery you would be amazed at what you can make "with a box of scraps" and I make paper minis and tokens.

The Rancid Host wrote:I make scenery you would be amazed at what you can make "with a box of scraps" and I make paper minis and tokens.

That is admittedly pretty dope.

Games Workshop is honestly too expensive for the product. I always buy minis through things like eBay.

Edit; Except for scenery. I generally print that.

The minis are fun to make but I have no idea about actually playing any of the table top games.

how long would i have to stay in the realm of the whispering winds

Wolfist Japan wrote:how long would i have to stay in the realm of the whispering winds

You need to stay there until the order to withdraw is given or we get kicked out. If you want you can make a second nation to follow orders with so you can keep your main nation here. You would need to resign from the WA on the nation you keep in LWU though.

Wolfists and the world,
Lone Wolves United would like to gladly present to you the Lone Wolves United RP - the world of Wolfterra! Weeks of effort have been put into curating a raiding integrated RP for our amazing region. You can read about the RP and view the map in the attached dispatches.




The Mythos of Wolfterra



Link

In the beginning, the World of Wolfterra was born from the cosmic howl of the Great Wolf, a primal and colossal deity whose breath shaped the lands, whose shout shook mountains, rivers, and seas, and whose fur became the star-strewn sky. With great effort and vigor, the Great Wolf’s howl echoed the vast landscape, awakening the spirits of nature and giving rise to the diverse ecosystems that flourish across Wolfterra.

Behold, on the 14th of February 2024, the Great Wolf created Wadam and Weve at the center of Canis Prime, as Her image and likeness. As mandated by Her great howl, She commanded Wadam and Weve to go forth, be fruitful and multiply, relinquish thyself by gnashing of the teeth, propound thyself by perforating of thy swords and shields.

Millennium has passed, and as civilizations rise and fall, and chaos erupts from one land to another, a cycle of the imbalance between the good and the evil manifests itself as the corruption of the once balanced and beautiful Wolfterra. The Great Wolf, the wise and the all-knowing, divided Herself into four manifestations of Her persona into forms of Great Wolfgods: Wolfgod Bloodred, Wolfgod Elysium. Wolfgod Tom, and Wolfgod Goose. "Lest", She speaks, "Wolfkind can choose to believe and choose their destiny...as it should be."


I. Choose your Path

1. The Blessing of Wolfgod Bloodred (The Scholar path)

Wolfgod Jo manifests himself as the Great Wolf’s passion for knowledge and wisdom.

Effects:

The Gift of the Scholar - The nation can expand one plot per successful pile/update without costing stability points.

Bureaucracy - Invading rival nations cost three (-3) stability points. Playing as the defender increases stability point by one (+1).

2. The Blessing of Wolfgod Elysium (The Warrior Path)

Wolfgod Elysium manifests himself as the Great Wolf’s bloodlust for power and conquest.

Effects:

The Bloodthirster’s Curse - The nation can occupy two empty plots per successful pilings/updates but cost four (-4) stability points doing so.

Militarism - Invading rival nations cost no stability point.

3. The Blessing of Wolfgod Tom (The Merchant Path)

Wolfgod Tom manifests himself as the Great Wolf’s thirst for status, money, and material wealth.

Effects:

The Merchant’s Bargain - It costs two (-2) stability points to expand or to invade rival nations.

Mercantilism - Increases stability point by two (+2) when doing general RP Post.

4. The Blessing of Wolfgod Goose (The Hermit Path)

Wolfgod Goose manifests himself as the Great Wolf’s innate desire for peace and harmony among Her creations.

Effects:

Demilitarization - Expansion is twice as expensive. Requires two successful piles/updates to expand by one plot.

Neutral Policy - The nation cannot be war declared on if it only controls core territory. The nation cannot invade others, nor use superweapons, nor use Grand Strategies.

National Strength - Any attempt to annex their territory lowers the attacker's stability by three (-3) points and can lead to major consequences.


II. The Stability Stat: Limiting reckless expansion

Click to see Nations and Stability Points Database

Ranks (from least to most):

  • 1pt. = Anarchy and Insurrection
    The minimum. Avoid at all cost. When not mitigated, your nation’s expanded territories are lost one by one every 24 hours.

  • 2pts. = Borderline Anarchy and Economic Instability
    At this rate, the nation’s expanded territories are marked with much lighter than the “chosen color palette”. When not mitigated, your nation loses a city and town every 24 hours. Cannot expand nor declare war.

  • 3pts. = Very Unstable
    Cannot create towns or cities.

  • 4pts. = Unstable
    Can only create a town per plot.

  • 5pts. = Slightly Unstable
    Can create up to 2 towns per plot.

  • 6pts. = Slightly Stable (Default. Starting stability point)
    Can create up to 1 city and/or 3 towns per plot.

  • 7pts. = Stable
    Can create up to 2 cities and/or 5 towns per plot.

  • 8pts. = Sovereign State
    The maximum. Can create an unlimited number of Cities and Towns.

Ways to increase/decrease your stability stat:

  • Performing general RP in the RMB = +1 (+2 for Merchant Paths)

  • Expanding = Decreases. (None for Scholar Path)

  • Invading a rival nation = Decreases. (None for Warrior Path)

  • Defending against an aggressor = +1 (Unique to Scholar Path)

  • Struck by Grand Strategies = -1 (-2 if aggressor uses "Sky Menace") (None if defender uses "Perfect Defence")

  • Struck by a Superweapon = -3

The stability stat is essential to quantify the power of the reigning government over the populace. It also provides greater immersion in roleplaying.

The only way to improve your stability is to perform general RP that will theoretically improve the people’s stance towards their new rulers. For example: Propaganda (giving speeches, publishing posters), acting for the welfare of the new populace (poverty alleviation, building homes, establishing food banks), or anything else that will help.

Note: Though a database of all Stability Points of each participating nation is maintained, you are also expected and also responsible for keeping tabs on your Stability Points for a better roleplaying experience.


III. The Art of War

A Nation (usually the aggressor) should first address a formal War declaration, providing a valid casus belli, before any form of aggression happens. Both nations should be informed and have consent, agreeing to the terms of War. Remember, this is nation-roleplaying. In the end, collaboration and communication are essential. If both nations wish to have a pre-determined outcome to the war, this is welcome. Otherwise, a time can be discussed and battles, through dice rolling, can determine skirmishes in a battle, with a game master present to prevent cheating and keep the battle going. Not having a pre-determined outcome would generally require membership in the LinkDiscord room

The general storyline of the war is something that should generally also be agreed upon beforehand. All declarations of war should be sent via telegram to the Game masters and the recipient when an agreement is reached. This will then be able to be posted on the RMB.

3.1 Grand Strategies
Players who have accumulated five (5) successful raids since their debut on the map can choose one of the four Grand Strategies. The nation by default has one stack (1/1) of this strategy that can be used against a Rival Nation. These may only be used two times per war, and require another five (5) successful raids to recharge.

To officially choose a Grand Strategy, please telegram the following to PhilTech:

Nation Name:
Grand Strategy of choice:
List your five (5) successful operations:

Land Offensive - Masters of Conventional Warfare. The Invader can instantly conquer a contiguous land from the opponent, and reduce the stability point of the opponent by one (-1).

Naval Campaign - Masters of the Sea. The invaders can instantly conquer coastal territories, and reduce the stability point of the opponent by one (-1).

Sky Attack - Masters of the Sky. The aggressor can destroy a chosen city or town, and reduce the stability point of the opponent by two (-2).

Entrenched Defence - Masters of Defence. The defender can repel any form of enemy aggression (even grand strategies) and also repel any form of Superweapons. This takes up both of your grand strategies in a war.

3.2 Superweapons

To officially develop a Superweapon, please telegram the following to PhilTech:

Nation Name:
Name of Superweapon:
Description of Superweapon:
List your ten (10) successful operations:

Players who have accumulated ten (10) successful raids since their debut on the map can develop and name their very own superweapon. The nation by default has one stack (1/1) of this weapon that can be used against a Rival Nation - destroying cities and town/s of a targetted territory - reducing the opponent's stability point by three (-3). After use, recharges after a successful pile/update.

NOTE: Use of Grand Strategies and Superweapons only applies to two nations at war. They are not to be used for abuse, they are meant to enrich military roleplaying and give a strategic advantage to those who plan out their wars.


IV. Other Rules and Guidelines

  • In-Character (IC)
    Players should present their characters and actions appropriate to the roleplay world of Wolfterra. Out-of-character (OOC) posts must be distinguished using the [OOC] tag.

  • Time and Setting
    1 day is equal to 1 week in Wolfterra. Time passes 7x as fast. This shouldn't be a factor in someone's response time to you, rather a way to get more done on a larger scale. Wolfterra debuted on the 14th of February 2024.

  • Tech Level
    The World of Wolfterra is strictly Modern Tech, Near-future Tech, or Fantasy Tech. Lower tech levels may utilize magic, but the more advanced a society is the less they may use, to maintain a balance.

  • Immunity of Capital Cities
    Players cannot capture nor destroy the plot containing the nation's capital city, a peace deal must occur if this is attempted.

  • The Wolfist Species
    Canonically, Wolfterra is inhabited by Humanoid-Wolf-like species that have the same intelligence as that of the Homo-Sapiens. We allow Non-Wolfist Species provided it's reasonable enough.

  • Realism
    Don't do anything ridiculous or very unrealistic (rapid government changes, rapid economic improvement, etc.)

  • Control yourself
    You cannot Annex an entire nation or be eliminated unless you wish to or get removed by moderation.

  • Game Masters and Cartographers
    They are volunteer players just like you. Please realize that they have a life.

    Your Game Masters are Bervinland, PhilTech, and Venus Flycrap. The latter two are your cartographers.

  • Respect roleplay Rules and Etiquette
    No metagaming, no power-playing, and no god-modding. You cannot "win the RP", the world is multipolar, possibly following an event.

Read dispatch




PhilTech: PhilTech, also known as the Toxic Industrial Underbelly, is a massive undercity-state underneath the valleys and massive man-made sinkholes along River Phil'T.

The Second Psutasia: The Second Psutasia is an odd half-isolationist nation, half of it looks like a 50s era movie, and the other half like a brutalist art project.

The Reoublic of Panem: The Reoublic of Panem is a psychotic dictatorship ruled by Presidente Snoow, who make the districts pay for the death of the Capital.

Astronos: Astronos, a large federation that grows our of technology and innovation, mostly in space science. It is made across Picard Bay flowing through multiple rivers and is also based across McCoy Canal in CP65 and CP66.

Srylania: Srylania, a massive country with lots of lush forests and beautiful lakes and rivers with happy citizens and a strong military.

Oocarak: A socialist country that depends heavily on its fishing.

Nuntis: A lazy nation that has benefitted from its strategic location at the entrance of the mouth, the citizens of Nuntis have piled on wealth through trade and the occasional raid.

Bassau Salai: Capitalist country, this is only a branch of a galactic monopoly.

Abrolhos: Abrolhos is a tax haven and a nation for corsairs.

Mexico Nort: A large, strong, clean and orderly nation, highly militarized with dinosaurs and large crops of potatoes, lettuce, and other things.

VanthaMerc: VanthaMerc is a nation of nomadic reptile humanoids that live in a dense forest and often live in tribes. Their capital, Vanthalis, resides near the center of the island and acts as a neutral zone for all tribes to come together for aid.

Hyperwolf: Hyperwolf, or The Overly Democratic Democracy of Hyperwolf, is a nation run by corporations. These corporations control almost all citizens through the use of advanced technology. A third of the population resides in the capital of Wolf City, which, despite comprising an entire island, is still overcrowded.





I. Requirements to be on the Map



- To be on the map, you fulfill at least one of the following:
- Enlist in The Horde
- Be a member of The Active Forces (be a cub/wolf)
- Endorse Rayo de Sol, by being a member of the WA

- Your map claim must be reasonable: only one to six tiles may be claimed on the map.

- You must use the template provided here. Any submissions not using the template will be considered invalid.


II. LWU's Roleplay

Our official roleplay is conducted on Wolfterra's RMB.

You are not obliged to participate in our roleplay, we recommend you choose The Hermit Path or The Scholar Path if that's the case.
Nations that are roleplaying, in such case you are roleplaying did not choose a Path, you are set to the Hermit Path by default.



III. Claiming a Map Spot


To claim a map spot, you have to personally telegram a map request to PhilTech using the format below:


Resident Nation Name:

Map Request as plot number/s:

Preferred color palette:

Capital City (recommended): (preferably Imgur Link)

Names and location of Cities/Towns (optional): (preferably Imgur Link)

A short description of your nation (optional):

Chosen Path: (Wolfgod Bloodred/Elysium/Tom/Goose. Read more about the paths here.)


Example

Resident Nation Name: PhilTech

Map Request as plot number/s: CP53, CP213, CP50, CP21, CP20, CP13

Preferred color palette: Green

Name and Capital City Location (recommended): at CP213: See picture below

Name or Location of Cities/Towns (optional): https://i.imgur.com/qT4SJIh.png

A short description of your nation (optional): PhilTech, also known as the Toxic Industrial Underbelly, is a massive undercity-state underneath the valleys and massive man-made sinkholes along River Phil'T.

Chosen Path: Wolfgod Bloodred


IV. Expansions


To expand your nation, you must either:
- Pile for Lone Wolves United, and stick around until the end of the raid.
- Update for Lone Wolves United, and stick around until the end of the raid

Every time you pile/update for LWU, you are able to expand yourself by one plot. You may use the following template for expansions (for both dormant and roleplay nations). To expand, send a telegram over to PhilTech, with the template below.


Nation Name:
Nation Classification (dormant/roleplay):
New Tiles:
Puppet Used:
Region Raided:


Nation Name: Venus Flycrap
Nation Classification (dormant/roleplay): Roleplay
New Tiles: CP133
Puppet Used: The Biryani
Region Raided: Valdosta



For any further concerns or inquiries regarding the map, please telegram PhilTech or Venus Flycrap. We also recommend you contact us through LinkLWU's Discord Server for better reception. Thank you.


Read dispatch

In case you are currently on the map pre-roleplay, don't worry! You may still get to choose your path. Just redo the template, and send it over to PhilTech. We'll get it registered, so you can start RPing! All RP is to occur in the Wolfterra region's RMB, with communications over telegram. Keep in mind that you need not move a puppet or your main nation into the region. We've set up embassies, so you may directly access the region.

The region is now officially open! Looking forward to see you there.

Yours,
PhilTech, Bervinland, and Venus Flycrap
RP Moderators

Post self-deleted by Venus Flycrap.

Ooh, more roleplay!

Breaking! Breaking! News from the frontlines of Realm of the Whispering Winds! Fendas suffer another grave defeat at the hands of our glorious Horde!

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