Its yet another Fantasy RP to replace Jrose's Obsecro Tollero and Yogithewises's Regnis Magicam and my failed original attempt.
[URL]http://i.cubeupload.com/VDQzUE.png[/URL]
[URL]http://i.imgur.com/WkG9NoZ.png[/URL]
(The Map)
The technology level starts at essentially straw huts and wooden sticks and weapons. Technological advancement will be accelerated during the beginning turns. Allowing two technologies to be researched instead of one.
I'm stating right now that if you join you have a week after the last turn is posted to send yours in. If it doesn't get sent I will post the turn and your country will do nothing, or I will simply decide what your country does for you if you warn me in advance that you may be unable to send in your turn.
The rules are pretty much the same as any other RP.
1. Send in your turns to Darkrei9n, the title should be: "Country Name: Turn Number".
2. Max turn length is 15 lines.
4. PMs should have the following format:
The first turn you send in should include this part as well.
[quote]
Starting Location: (Download the map and mark a province or tell me the general area of where you want to be or just tell me you don't care where you get placed.)
Flag: (250x150 Pixels)
Country Name:
Capital City:
Race: (The starting race of your country. Eventually you may conquer other races as part of your country. You will have to decide what to do with them)
Religion: (Give me details about your gods, god and or Cthulu like being. Your religion will effect your growth and how citizens react to the world)
[/quote]
All turns should include this.
[quote]
Technology: (Put down Three Technologies, I'll roll die for each one to see how far you progress into it.)
Magic: (Write down what you want to research magic wise. You can research something more than once to get further and further with it.)
Military: (What your military is going to do, if you invade someone to conquer territory it goes here)
Domestic Affairs: (What you're going to do domestically.)
External Affairs: (Expansion via peaceful means, how you're acting towards other countries, etc.)
Copypaste: (Anything you want me to copy and paste into your turn.)
[/quote]
5. Do not start anything. If another player invades you tough shit, suck it up and fight back or surrender. Do not start an argument for half a dozen pages complaining about him because he did so. Do not carry a personal grudge against someone from another game.
6. This is the list of races. If you want to be something else tell me. I will consider it and balance it if I feel its not balanced with the rest of the races.
Humans are the average race. They have the potential to do anything, but they will never be the absolute best in anything.
- Humans have no advantages or disadvantages
Elves live long but have a low birth rate. They excel in magic and have incredible dexterity. They are not as strong as the other races however.
- The Elves research into magic tends to be more successful than other races.
- They are not as strong as other races.
Dark Elves are the dark cousins to the Elves. They are just as good at magic and are as dexterous as their fair cousins however their life span is considerably shorter due to natural causes. They can see as good in the dark as a Elf can see in the day but the sun burns their eyes.
- Same advantages and disadvantages as the Elves.
- A knife in the back is considered death by natural causes.
- Perfect Dark Vision
- The Sun Burns their eyes.
Orks are simple strong, and big green brutish creatures. They are quick to anger and talks of peace quickly end with a bored ork killing the messenger.
- Worth three humans in terms of their strength and easily reach six and a half feet tall.
- Complicated Concepts not pertaining to war tend to elude them and they have little magical ability.
Dwarves are the blacksmiths of the earth. They are the masters of the hammer and forge and have an unnatural ability to sense whats buried underneath the rock.
- They are the masters of the forge.
- They have an uncanny ability when it comes to mining to sense metals, faults, and nearly anything about or in the Earth.
- Their magical abilities are very limited and very few mages are born. They are also slow to adopt new ideas.
Ratkin are the scourge of the world. They have a life span of less than a decade and yet make up for it with the ability to swarm their enemies with cheap fodder. They are not strong, they are not smart, and their magical abilities are just as rare.
- They reproduce ten times as fast as nearly any other race in the world.
- They are below average in everything.
7. You may not share tech.
Player List:
[B]Matt000024[/B]
[IMG]http://facepunch.com/image.php?u=307184&dateline=1400350417[/IMG][IMG]http://i.imgur.com/1cN27ep.png[/IMG]
Country Name: Elerase
Capital: Oritaltu
Race: Humans
Color: Dark Blue
[B]Hole[/B]
[IMG]http://facepunch.com/image.php?u=50011&dateline=1394170336[/IMG][IMG]http://i.cubeupload.com/C5ucae.jpg[/IMG]
Country Name: Solus
Capital: Citadel
Race: Elves
Color: Dark Green
[B]Satansick[/B]
[IMG]http://facepunch.com/image.php?u=243999&dateline=1389299675[/IMG][IMG]http://s11.postimg.org/kcrwwipxv/Flag_of_Libria_Equilibrium_1.png[/IMG]
Country Name: Catatonia
Capital: Catalepsy
Race: Orks
Color: Red
[B]Sunny Dei[/B]
[IMG]http://facepunch.com/image.php?u=426496&dateline=1313783492[/IMG][IMG]http://i.imgur.com/QyzQARz.png[/IMG]
Country Name: Othal
Capital: Calm Hill
Race: Dwarves
Color: Yellow
[B]Kingarcher[/B]
[IMG]http://facepunch.com/image.php?u=555043&dateline=1390614466[/IMG][IMG]http://i.cubeupload.com/VbrTBx.png[/IMG]
Country Name: The Cendar Horde
Capital: Herkar
Race: Ratkin
Color: Teal
[B]Native Hunter[/B]
[IMG]http://facepunch.com/image.php?u=440820&dateline=1401666148[/IMG][IMG]http://i.imgur.com/JEkMKsO.gif?1[/IMG]
Country Name: The Tsardom of Baloo
Capital: Baloo
Race: Bearkin
Color: Forest Green
[b]NPC Players[/b]
[b]The Drow Monarchy[/b]
Race: Drow
Color: Black
[b]Pehos[/b]
Race: Humans
Color: Orange
[b]Salisia[/b]
Race: Elf
Color: Light Brown
[b]Arecia[/b]
Race: Lizardkin
Color: Brown
This'll be fun. I sent in my starter turn.
I posted the wrong map, sorry about that fixing it.
[editline]4th June 2014[/editline]
Matt since you based your decision off the wrong map if you want to change your decision on starting location feel free to PM me or post here.
Joining in as some elvenkind.
[URL="http://i.cubeupload.com/VDQzUE.png"]I've fixed that ocean for you.[/URL]
Thanks Crossu. Changed the link.
I'm playing as orcs!
I added a climate map. If you find it hard to read just think about it. North = cold. Middle = hot. The light brown are deserts.
I don't like the giant provinces. As a whole, the map itself is ugly to be honest.
Still, I might join. I am not very into the RPs because they tend to fail quickly (and having run my own for the first time, I now know why. People don't stay interested and it is time consuming to run them).
[QUOTE=BananaFoam;45007666]I don't like the giant provinces. As a whole, the map itself is ugly to be honest.
Still, I might join. I am not very into the RPs because they tend to fail quickly (and having run my own for the first time, I now know why. People don't stay interested and it is time consuming to run them).[/QUOTE]
I have nothing but time for the next 6 months. Possibly even longer. Unemployed and waiting the Air Force to give me a contract so I have way more time than I need.
I'm hoping to get at least 6 people before starting this by the way. Though 4 is my minimum.
[editline]5th June 2014[/editline]
What the hell wheres my automerge.
are there the bear people? Im joining regardless, Im just curious
If you want to play bear people send me a PM we can discuss it and try to balance the race with the others.
[QUOTE=darkrei9n;45012070]If you want to play bear people send me a PM we can discuss it and try to balance the race with the others.[/QUOTE]
alright will do :)
Just realized I forgot to say you get three provinces at start.
Also I'm hoping to have the first turn done and posted on this Sunday. So anyone interested in joining should do so asap.
[editline]6th June 2014[/editline]
I'm also thinking of trying something different but I want to see how you all feel first. How would you feel if I only gave you a map of what you actually know about the world. So for example if you were an island nation you would have a pretty good idea of the other nations and the shape of the island, but not the rest of the world. For example some of you might hear about a Ratkin horde to the west but you wouldn't get a map showing where they were unless you were somewhere around them.
[QUOTE=darkrei9n;45019471]Just realized I forgot to say you get three provinces at start.
Also I'm hoping to have the first turn done and posted on this Sunday. So anyone interested in joining should do so asap.
[editline]6th June 2014[/editline]
I'm also thinking of trying something different but I want to see how you all feel first. How would you feel if I only gave you a map of what you actually know about the world. So for example if you were an island nation you would have a pretty good idea of the other nations and the shape of the island, but not the rest of the world. For example some of you might hear about a Ratkin horde to the west but you wouldn't get a map showing where they were unless you were somewhere around them.[/QUOTE]
That would actually be kinda cool.
That way when people say explore west and expand east it will mean different.
ill get my turn in in 20
This is a heads up. I'm changing how technology works. If you're researching something simple such as making buildings taller or copper, you will succeed. You would still have to research these simple things but for the most part you're guaranteed them in a turn. A more advanced technology like sailing I'll roll a dice for to see how successful you are. You will not have to research it again next turn however doing so can improve what you do know. Any technology you have researched will also improve over the turns, though you won't for example be able to passively improve from bronze working to iron working or go from basic sailing ships to triangle shaped sailing ships. If you have any questions feel free to ask.
Also turn will likely be posted in two hours if no one sends a turn in before hand.
[editline]7th June 2014[/editline]
It is ten years after the cataclysm. A period of a thousand years of hellfire, demons, and pure horror. Your people hid in caves hoping the demons would pass by, hoping that they would get to live another day. Many did not survive. Whether they were found by the demons, drank poisoned water, or found the world had shifted around them to place them in a new area they did not survive. But your people did. They awoke one day to find sky a pale gray, and water falling from the sky. The demons were gone overnight. The land around you was unrecognizable. Grass and trees replaced blood soaked fields. Snow and ice replaced lava flows and hellfire. Fire that rained from the sky was replaced with water. Uneasy your people left their caves, and began to learn to survive in this new world.
Turn 1:
Matt000024
[img]http://facepunch.com/image.php?u=307184&dateline=1400350417[/img][img]http://i.imgur.com/1cN27ep.png[/img]
The Elerase are a monotheistic people who live in some of the coldest habitable regions on Terra. Their god is Phatmul, believed to live in the northmost point on Terra underneath the ice. They believe one day he will rise.
The mages of the Elerase are quick to adapt to the cold. They learn to manipulate the ice’s shape and temperature. They can surround a man in ice or send icicles through his heart with their new found power.
The Elerase are lucky. They find an odd green stone. Some of their tribe try to heat it up but they cannot seem to get it hot enough to melt, though they are incredibly close.
On another front some of their people attempt to build walls around their towns, the walls however are too weak to be used and fall apart in the weakest winds. These design flaws are quickly overcome however, and proof of concept is shown in the form of a wall somewhat taller than a human made from stone. Another villager claims that using felled trees would make a taller and better wall however.
Some villagers find that by digging a hole and putting a stick in the ground that the stick is harder to uproot. They begin to form ideas on what would happen if they applied this to their buildings and try them. The result is a building that won't go flying in high winds and can be built higher than their current structures. This also means it is impossible to move a structure with a foundation however.
The military begins training. However organization and discipline is horrible. Some soldiers don’t even bother showing up to the attempts at training. Those who are at training are generally showing off their superior strength to each other rather than doing anything productive.
The military is ordered to clean city, an order that falls on deaf ears. The villagers don’t even notice the attempt.
Hole
[img]http://facepunch.com/image.php?u=50011&dateline=1394170336[/img][img]http://i.cubeupload.com/C5ucae.jpg[/img]
The people of Solus believe in the god known as Rallathil. They know him as the god of nature and go to great pains to live with nature rather than destroying it.
The mages of the Solus learn to channel their energy into the growth of plants, trees, etc around them. The results can be rather fascinating. With this power they can manipulate trees to grow into shelters for their people and more.
The Solusans use their knowledge of nature to try and create new bows. However progress is incredibly slow. Near the turn of the century however they come out with better versions of their current bow and a longbow capable of firing much further than their short bows. The longbows are clearly a weapon of war however, and most Solusans are hesitant in using them.
An attempt at agriculture is also done, however the work is abysmal. Without tearing down trees the elves are at a loss on how to improve at agriculture. Their persistence results in success however. They manage to use their magic to have trees grown into platforms in which they place dirt. With extra space their attempts at agriculture are rather successful. The downside of this is the decade or longer it can take to grow a tree into the shape required to build these planters.
Their attempts at metallurgy however are incredibly successful. They successfully create a new hard material that can be used in tools or weapons. This material is far better than using stone or sharpened wood. When used on their arrows it is easily capable of piercing deep into even the strongest of trees. The edge of their weapons tend to hold better as well.
The Solusans remain secluded in their jungles. Avoiding contact with outside sources.
Satansick
[img]http://facepunch.com/image.php?u=243999&dateline=1389299675[/img][img]http://s11.postimg.org/kcrwwipxv/Flag_of_Libria_Equilibrium_1.png[/img]
The fascist government of Catatonia, called the Council of Mernepetah, enforces the Teachings of Zapoteca by law. Zapoteca was an ork monk and philosopher who developed techniques to control emotion. The Teachings of Zapoteca are the basis of Catatonia, it allows order and peace in the society, while all of the natural passion for power and violence is aimed into the Nether region neighboring Catatonia. Subjugated orks are too respect Catatonian law and follow The Teachings of Zapoteca.
The Orks are quick to discover the metal bronze. They attempt to use bronze ingots to bash enemies into submission before an especially clever ork realizes that shaping and sharpening the ingot makes it far more effective at killing things.
The Orks find that by attaching a string to a stick and putting a bronze hook with bait on it at the end, that fish will sometimes bite onto this. Some orks begin selling the fish they caught.
Other orks try to herd animals such as sheep or cows. While some orks are rather impatient and end up killing their animals in their fury, others are rather successful in raising their animals. These animal herders begin claiming large swathes of fertile land in order to move their herds around and keep them fed. This angers some orks who believe they own said land or have claim to it.
The mages of the Orks successfully create fire using their power. Orks without magic are wary of these mages as the mages are just as prone to burn their enemies as they are the entire neighborhood. The flames themselves are unnatural, burning even after water is thrown on them and powered by the rage of their caster.
The Catatonia military begins conscripting troops for the military. The name one legion to be made up of 5,400 but they barely reach a quarter of this. Discipline is extremely harsh in this first legion. Some are quick to fight their officers but they are put down. Orks quickly learn that fighting authority is useless though challenges arise time to time.
The orks follow a standard procedure laid down by the Council of Mernepetah. While they find no orks to assimilate, they find tribes of humans are quick to run at the sight of big armed orks coming for them. The humans they do capture are swiftly put into slavery.
Catatonians' also like good food and music.
Othal
[img]http://facepunch.com/image.php?u=426496&dateline=1313783492[/img][img]http://i.imgur.com/QyzQARz.png[/img]
The Othal Dwarves praise several gods based off different gemstones like topaz or emerald.
The sturdy dwarves of the Othal are quick to use stone tools to mine ores and other valuables from their mountain home. They soon learn the value of pulleys to pull carts, lift stones, and other feats that would require many dwarves, they even find that they can hook up animals to ropes to pull these machines.
They also make basic carts. Without developing their knowledge of metals however their carts remain built of wood and very fragile. One dwarf claims his stone cart is better than these wooden nones. He is smacked over the head when other dwarves learn how heavy a stone cart is and how little it actually carries.
An attempt at taming animals is made. by the dwarves. The attempt is rather successful however many dwarves claim that riding a donkey is incredibly demeaning, and horses are far too tall for a dwarf to actually get on. They do however use horses and other animals to pull carts and other useful things.
A basic military is formed. Attempts at training are made though they are rather half feeble attempts due to a lack of enemies. However dwarves are sturdy creatures and most soldiers are simply lacking organization rather than any discipline.
A ceremony is held in order to pray to the gods. Some dwarves leave crafted offerings to the gods. Effigies made from stone ranging to uncut gems are all left at altars. The priests claim that such gifts are sure to give them better luck in the mines.
The dwarves attempt to expand their borders but encounter a Drow settlement to the north One scout returns dragging a sled of his dead fellows with him. Their bodies desecrated. He tells horror stories of being tortured by the tall pale people with long ears and pure red eyes.
KingArcher
[img]http://facepunch.com/image.php?u=555043&dateline=1390614466[/img][img]http://i.cubeupload.com/VbrTBx.png[/img]
The two main gods of the Cendar Horde pretty much gives away it's main values. The God of War is number one, while the Goddess of Fertility is second. The religion puts warfare and sex as the most important things a Ratkin can do. The Horde cometh.
The Ratkin discover that by using the corpses of their dead to burn instead of eating them that they can melt ores and mix them to create bronze. Unfortunately they run into supply issues quickly though. There is simply not enough copper and tin ore in the Cendar Horde’s territory to make enough weapons and tools for the kingdom as a whole.
The Ratkin create saddles. They are barely tall enough to ride horses however and must resort to riding animals such as donkeys. Most ratkin denounce riding these animals anyways, claiming it is a waste of valuable food.
Wooden chariots are created and strapped to animals. These are deadly machines, usually to both those who ride it and those that are about to receive the wrath of them. Most end up ripping themselves apart rather quickly. Taking their riders with them.
The mages of the horde learn to heal injuries. A rather scary concept for the horde as many in the horde are easily replaceable. Healers are quick to drive up their prices. Those who can’t afford the healing are typically just replaced by another ratkin who is just as eager and replaceable as his predecessor.
Settlements are built by the horde across their territory. These settlements are places of filth and debauchery and quickly expand past their original borders. Farmlands are quickly swallowed up by these settlements.
The ratkin attempt to find a species capable of breeding just as fast as them but fail. No single species is enough to keep up with the ratkin or if they can they are far to small to do so.
Roads are built throughout the territory. The ratkin are able to move throughout their land easily. Though bandits are beginning to learn which roads to prey on for easy food or money.
Conquered states are rather surprised at the ratkin’s liberal policies. Most accept the offer to simply pay taxes to the ratkin horde. Some states not even conquered recognize the threat of the ratkin horde however and begin fortifying their border. Three border states establish an alliance dedicated to fighting back the ratkin horde.
The ratkin build places of worship across their territory. Some conquered states object quietly to this but are to afraid to voice their opinion to their conquerors. They remain quiet.
Native Hunter
[img]http://facepunch.com/image.php?u=440820&dateline=1401666148[/img][img]http://i.imgur.com/JEkMKsO.gif?1[/img]
The Cold God, the Cold God has been worshipped by the bearkin of Baloo since the beginning of time. Gifting the Bearkin with their thick fur and warrior spirit. Mountain tops and deep caves are the holy sites for the Cold One. He can be witnessed in the Ice, Snow, Water, Wind, Air, and The Auroras that are all around Baloo. The Priests are referred to as the Frozen ones, and a type of baptism in the religion is when a Bearkin is sent into the deep ice caves and must stay there for three days and three nights. If they come back they are referred to as being Frozen.
The bearkin are incredibly successful at their attempts to create sailing ships. Without advance wood working however their ships remain small. Their ships are however some of the fastest on the sea, easily capable of catching up with most other ships.
The bearkin attempt to learn to mine, however attempts are slow. Their stone pickaxes break incredibly easy against stone, let alone tougher materials. Even the materials they do get out of it they cannot seem to find a use for.
The bearkin learn that by redirecting rivers in their homeland that they can supply water to fields that wouldn’t normally get said water. Their first few attempts resulting in them flooding a few fields however they learn how to irrigate the land properly.
The bearkin mages put their research into controlling ice and the cold around them. They learn to control the temperature of ice and learn to cast spells based around ice.
The bearkin military begins training its troops extensively. The attempt is moderately successful, especially for bearkin who have experience in sailing. They help to instill discipline which spreads across troops being trained. A ratkin horde within distance of the bearkin inspires the soldiers as well.
Attempts at arming the bearkin military fail horribly though. Without metal weapons the bearkin quickly learn that stone tools are just to fragile to use in combat or training. Most of the military are armed with blunt wooden training weapons.
The Tsar, Bersi Honeyside declares that the Cold God is with the people of Baloo and that he favors them. The people are rather unsurprised by this but let out a great cheer at this announcement.
Farmers plant large amounts of corn and berry crops. With the knowledge of irrigation growing these crops is rather easy and a surplus is quickly formed.
The national drink of Baloo whiskey is created. The Tsar names it official drink but that only officially makes it the official drink. Unofficially it was already the official drink of the bearkin and alcohol abuse is barely rampant simply because it takes a lot of alcohol to put down a bear and brewers cannot brew fast enough.
The bearkin establish a police force out of some of its recruits. This mostly consists of dealing with drunk bearkin however sometimes more serious crimes pop up. The police do their job hover and the bearkin are happy that the peace is being kept.
Bearkin ambassadors quickly bring offers to settlements and towns around their territory. Many of these settlements get their first taste of whiskey as the first example of what they have to gain by joining the bearkin. Many of these settlements agree to join up on the condition they can continue to rule themselves. Those that disagree are conquered anyways much to their chagrin.
The Bearkin of Baloo are a proud and noble race, dating theri settlement and foundation of the Tsardom to thousands of years ago. Coming from simple hunters and gatherers to form a great civilization. The Cold God has been worshipped throughout the history of the Bearkin of Baloo as well, leaving deep roots and marks on the culture and daily lives of the Bearkin. Baloo is mainly made up of settlements that thrive in the temperate forests with the major cities having walls, and being major centers of trade. The Farmers of Baloo work hard to keep the people fed, so that the Bearkin do not have to resort to the old ways of hunting to survive. With the death of the last Tsar at the hands of Ratkin The Cold God has Spoken, the Bearkin of Baloo must expand and exterminate the Rats and end their pestilence on the earth once and for all.
It begins
[editline]7th June 2014[/editline]
[QUOTE=darkrei9n;45030594]The national drink of Baloo whiskey is created.[/QUOTE]
The dwarfs must find the bearkin immediately
Those who destroy life and nature, dooms themselves. - Rallathil
/nerd
I wonder if the people of Elerase and the Tsardom of Baloo are actually worshiping the same God. I feel like this could create possible amnesty between us in the future...
[QUOTE=matt000024;45031921]I wonder if the people of Elerase and the Tsardom of Baloo are actually worshiping the same God. I feel like this could create possible amnesty between us in the future...[/QUOTE]
I agree, it would be best to not fight those that worship the same as you eh? Perhaps when we discover each other an alliance of sorts could be made
[editline]8th June 2014[/editline]
[QUOTE=Sunny Dei;45031324]It begins
[editline]7th June [/editline]
The dwarfs must find the bearkin immediately[/QUOTE]
we'll trade you whiskey for metal
[editline]8th June 2014[/editline]
I must find these drow and make shapeshifting drow bearkin
When's the next turn due?
Sunday, though the sooner all turns are sent in the sooner I can post the turn.
So who wants me to try to discover you to trade the great drink, Corn, and spread the word of the Cold God?
[QUOTE=Native Hunter;45052228]So who wants me to try to discover you to trade the great drink, Corn, and spread the word of the Cold God?[/QUOTE]
The Dwarfs always need good drink, and learning about Ice Jesus sounds good too
Im missing two turns still currently.
ill have it for you tonight man, sorry to keep you waiting but im going out and will back around 7est
My turn is in, sorry for being late.
This is just a heads up but tomorrow's post will be half a day later most likely. Around 4-6 PM EST. Perhaps earlier depending on how long my flight is.
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