[QUOTE=darkrei9n;43596639]To late to join?[/QUOTE]
I'd say no until the first turn is posted.
[QUOTE=Jrose14;43597790]I'd say no until the first turn is posted.[/QUOTE]
its never too late in these rps
Should we expect the turn tonight, or have you hit a roadblock? Just curious.
Wondering the same.
[QUOTE=Jrose14;43623315]Should we expect the turn tonight, or have you hit a roadblock? Just curious.[/QUOTE]
I was planning to finish it on Tuesday, but on that very day I was feeling increasingly unwell. Turn will be out ASAP
Anyone want to add me on Steam or something and help me get started? Never done this before
Can we get more races?
[QUOTE=Griffster26;43625829]Can we get more races?[/QUOTE]
Any suggestions? I don't see a lot of classical fantasy races that can develop a proper civilization, and things like "dark elves" and the like can be made using one of the default races, with an explanation as to why they are so different.
[QUOTE=YogiTheWise;43625954]Any suggestions? I don't see a lot of classical fantasy races that can develop a proper civilization, and things like "dark elves" and the like can be made using one of the default races, with an explanation as to why they are so different.[/QUOTE]
Lizardfolk?
[QUOTE=YogiTheWise;43625954]Any suggestions? I don't see a lot of classical fantasy races that can develop a proper civilization, and things like "dark elves" and the like can be made using one of the default races, with an explanation as to why they are so different.[/QUOTE]
murlocs or im leaving the rp
Beastmen or minotaurs or something of that like would be pretty cool. Or maybe you could, you know, [I]invent[/I] some new ones.
I mean, I have no problem with the traditional fantasy races but if we ever need new ones, maybe we could just make them up?
[QUOTE=BananaFoam;43626167]Beastmen or minotaurs or something of that like would be pretty cool. Or maybe you could, you know, [I]invent[/I] some new ones.
I mean, I have no problem with the traditional fantasy races but if we ever need new ones, maybe we could just make them up?[/QUOTE]
Well I don't discard the possibility of making some up, but part of the mission statement was to make it close to the traditional, cliche, standartized medieval fantasy. I'm not too fond of how the word "fantasy" is now almost exclusively asociated with elves, dwarves and wizards instead of, you know, anything you can fantasize about, but that's the decision I made with this game to make it more consistent.
[QUOTE=YogiTheWise;43625954]Any suggestions? I don't see a lot of classical fantasy races that can develop a proper civilization, and things like "dark elves" and the like can be made using one of the default races, with an explanation as to why they are so different.[/QUOTE]
As Cyrus stated, murlocs may be interesting.
How about, and here's a few ideas...
Trolls, satyrs, undead maybe
Or make up your own. Or just take specific ones from other universes, like Draenei from Warcraft, or Ratmen for Warhammer.
[QUOTE=Jrose14;43626261]As Cyrus stated, murlocs may be interesting.
How about, and here's a few ideas...
Trolls, satyrs, undead maybe
Or make up your own. Or just take specific ones from other universes, like Draenei from Warcraft, or Ratmen for Warhammer.[/QUOTE]
BTW if you want to be undead you can pick one of the other races and make them practice necromancy.
I mean the dead bodies must come from somewhere.
Allso I can't see trolls making a civilization, because, you know, these are not Homestuck trolls, these are Tolkien trolls we're taling about.
[QUOTE=YogiTheWise;43626312]
Homestuck trolls[/QUOTE]
In all seriousness though why not lizardfolk?
Yeah, the way I thought I'd due it is create some warlocks and necromancers. Have the necro raise the dead, the warlocks make them battle ready... Not have to waste population on wartimes.
Other than that, I suggest flightless draconian. Like, a sort of Dragon-esque race.
[b]READ ME, SEND IN TURNS AS TURN 2[/b]
[thumb]http://u.cubeupload.com/YogiTheWisest/leturnnumeroestes.png[/thumb]
[Media]http://www.youtube.com/watch?v=jELGIN9S3zg[/media]
Events from 1E0-1E100
- A great comet was sighted in the skies of the planet, apparently making a circle around it before leaving into the depths of space. This had catastrophic events for the world, with a lot of great civilizations collapsing to natural cataclysms or internal turmoil. A prophecy was made that day by a mad fortune-teller in the Tamarian Empire: the return of this comet shall mean the end of the world. After that, her eyes rolled back into her head, she bled bloody froth from her mouth and died on the spot. Many people would later use this day as the beginning of the official calendar, and the First Era.
- The whole Tamarian royal family (including all of the 46 children and grandchildren) then died of mysterious circumstances, apparently slaughtering each other during a family reunion. The country then falls into anarchy, with a lot of the territory being lost to savages or elements; with no one to rule the country, various factions began their struggle for the right to rule the rump state that remained on the Tamarian Bridge. This culminated in the end of the century, when the Cult of Shaki, a malevolent demon of destruction, committed several terrorist attacks on civilians using powerful dark magic.
- Far in the south, the mighty orchish Khan Grozul-al-Grak, Master of the Hellforge, who previously conquered the entirety of the Berber Peninsula, has died while out hunting. It is said that he was about to strike an antelope down with his spear when the comet flew by. He was distracted by it, and the antelope gored him before running away. The empire then fell apart into a collection of rump states, each either wishing for independence or considering themselves to be the real heirs to the great Empire. An uneasy peace lasted for almost a century, until one of the chiefs ordered to restart the Hellforge and bring back the days of glory.
- Far in the deep north, the last remaining members proud race of Forrathamathyr have died out. They have built magnificent machines and magical creations of ice and rock, and sworn to protect the world from the unseen menace sealed in the northern ice. They have built the Ice Guardians, giant living statues that served to repel the uncanny invaders. However, when the comet flew by, the machines suddenly malfunctioned and collapsed, leaving the Forrathamathyr to the mercy of the unseen menace to the north. Within the century, the last of them was hunted down, and now evil lurks in the ruins of their once great civilization.
[B]THE NORTHWESTERN CONTINENT[/B]
[img]http://facepunch.com/image.php?u=252016&dateline=1389740941[/img][img]http://u.cubeupload.com/YogiTheWisest/norris.png[/img]
[b]DaysBefore - Realm Of Norrisburg[/b]
[b]Race: Human[/b]
[b]Capital City: Norrisburg[/b]
[b]State Religion: Natural polytheism[/b]
- The lands around the Bay of Doranis are rich in soil and game, while the bay itself teems with fish and rarely, if ever, freezes in the winter. With such satisfactory conditions, human nomads made it a highly valuable location for their developing permanent villages. Still, the villages are few and far between, and prone to raids from the wildmen, and worse, of the pine forests to the north. Eventually, the largest local village, originally just called "Over There", builds itself a muddy ditch and an earthen wall, and gains the right to call itself a town. A chieftain from beyond the bay arrives with a score of large warriors armed with with stone and flint and calls himself the High Chief, and nobody sees a reason to say otherwise. His name was Norris, and eventually the town became Norrisburg, and it began to spread its influence over the villages and halls of the thin strip of grassland around it. When Norris died his son took his place, only to die in an orc raid and be succeeded by Horthir the Small, a chieftain almost as powerful as Norris, who was elected by the disparate chiefs of the land, who began to fear a full orcish invasion. So began a tradition that continues today, despite the best efforts of the descendants of Norris the Brave.
- Close proximity to sea and fish being one of the main sources of food stimulated development of early shipbuilding. Having lots of quality timber around them, the Norrisians built sturdy rowboats for fishing, and even made a big one, capable of carrying a lot of men along the coast.
- Those humans with The Gift mostly utilized it to help their wounded. Early magical rites allowed the humans of the bay to heal cuts, bruises, wounds, stop bleeding, and the strongest of the casters could even mend broken bones. However, due to lack of knowledge of human anatomy many people got their bones mended at the wrong angle, which put a lot of pressure on the mages.
- Society is based on small collections of agricultural villages that pay tribute to local chiefs in return for their support and defence from raiders. These chiefs mutually acknowledge the over-lordship of one man, who resides in the only real town of Norrisburg, and is elected from among the elder chiefs. Every successive High Chief tries to centralize authority with the position itself, in vain hopes of establishing ruling dynasties.
- The few neo-lords of the realm assemble small groups of rural militia from their dependent villages, armed mainly with clubs, stone axes, and fire-hardened spears, and armored in cloth and rags. Using such a sultry force the lords push aggressively against the pre-agricultural tribes of the surrounding forests. In their wake come farmers and woodworkers eager to clear land for expansion.
- In their attempts to spread outward they have ran into bands of savage, nomadic orcs. The orcs treated the small, toothless invaders with hostility, but the humans managed to drive them away by attacking in a more organized manner, using tactical maneuvering and laying traps and ambushes. The orcs, not particularly bound to that bit of land, soon decide to leave for greener pastures, carrying bitter resentment of the humans with them.
- Villagers reported sightings of ghastly, glowing figures in the forests outside of their settlements, observing them. One hunter sneaked close enough to one of them to get a better look, before it was startled and ran away. The hunter said it kinda looked like a bear. The villagers are mystified by these portents, unsure of what it means to them.
[img]http://facepunch.com/image.php?u=555043&dateline=1388989736[/img][img]http://u.cubeupload.com/YogiTheWisest/cyrus01.png[/img]
[b]KingArcher - Kingdom of Khordaldrum
Race: Dwarf
Capital City: Drom Gandar
State religion: Khazarism[/b]
- A tribe of dwarves, practicing necromancy and other dark magics on the western coast of the continent, observe the comet and are inspired by it to become a proper civilization. They use their natural attunement to the earth to carve themselves a proper city in the caves and tunnels of the great Mount Gandar. The city of Drom Gandar is not more than a loose collection of caves neatly carved in rectangular shapes, but it already shows great engineering potential. One of the first caves ever built was turned into a brewery, to celebrate the beginning of the great project. Thus, a lasting tradition of alcohol consumption began in the country.
- The Khordalian dwarves are the first metalworking peoples of the region: they discover rich deposits of copper in the mountains and quickly figure out how to make basic instruments out of it. It’s not very good in terms of weapons though, and is mostly used for spears.
- Since times immemorial these dwarves have practiced necromancy, resurrecting the bones of the animals whose meat they’ve already eaten. Around this time they manage to resurrect the skeletons of their own dead, making them into obedient mindless drones with eyes glowing an eerie shade of blue. They are a great help in doing menial tasks during the construction of the city.
- The Khordalians are ruled by their short king and his court of various wizards, mostly necromancers (Who are the religious leaders) of course, along with the court of miners who will set the rules for a majority of the population, while the King's Court mostly deals with military and religious related things.
- They send scouting parties into the surrounding mountain forests to find the presence of wild goats and rams, various birds and a whole lot of mountain lions. One party even ran into a giant mountain lion with horns, spikes and glowing red eyes, and only managed to get away while it was busy munching on one of their friends. They also ingest every plant they see, and thus find a lot of food seasonings, herbal remedies and alchemical reagents. But mostly they just die from poisonous nightshade. They also dig roads, but there’s no one sentient or developed enough around to trade with. Yet.
[img]http://facepunch.com/image.php?u=139931&dateline=1386344862[/img][img]http://u.cubeupload.com/YogiTheWisest/NorthernElves.png[/img]
[b]VOSK - Northern Elves
Race: Elves
Capital City: Civitás Stagnum - City of the Lake
State religion: Ilúvatarism[/b]
- The Elves of the North are one of the first groups to arrive on the planet, and have been around for centuries. The Northern Elves have made a home in the Northern Taiga. Living on the strips of land between the Great Lakes and the North Sea, these elves have made a home in these rocky, alpine forests. Their capital city, Civitás Stagnum is situated on a rocky, forested plateau overlooking the Great lakes to the south and the North Sea to the west, with a port located at the bottom of plateau. The city itself is made of elegant wooden buildings all situated on the top of this plateau. For hundreds of years they have lived in seclusion in this peaceful corner of the world, being at one with nature, the forest and the sea.- Unlike many other races of elves, the elves of the North use their magic in different ways. Over the years they have been able to hone their powers in the art of healing and resisting all forms of dark magic. Most importantly, they are able to see the future, and the past with the help of runes, the sun and the moon, although this telling of the future is nowhere near accurate they are able to predict and see what may happen in the future, or what happened in the past. Having vast libraries of the history of the world and all its forms of magic.- These elves pride themselves of their agility and military skill. They might be very few in number and not depend very heavily on magic in combat, but they make up for that in their excellent weaponry training, these elves have been able to master the spear, bow and sword down to an elegant art. Wearing [url=http://static3.wikia.nocookie.net/__cb20130202020608/lotr/images/c/c4/High_Elven_Sword_-_Last_Alliance_of_Men_and_Elves.jpg]suits of shining armor[/url] that has been perfected over the years to keep it's wearer perfectly safe, these suits of armor take an excellent craftsman to make properly, who have trained for years to make these elegant suits of armor.- Lead by a High King, who is said to have the most magical prowess in the kingdom, who would lead the eleven armies to war, and lead them to prosperity in times of peace.
- Ilúvatarism is the worship of a single entity. When Elves die, they believe they are transported to the land of Erú, where they will live forever after death. When they die, they believe they are brought to a land across the sea. This land however is always beyond the curve of the earth, and this land can only be reached upon death.
- Wishing to expand their lands, the Northern Elves see the entirety of the lake region as their rightful claims, but their first march is headed westwards. Seeing as they are already at the westernmost part of the lake region, they don’t get too far in their goals. I mean, seriously, VOSK, proofread your shit.
[B]THE SOUTHWESTERN CONTINENT[/B]
[img]http://facepunch.com/image.php?u=161518&dateline=1271152744[/img][img]http://u.cubeupload.com/YogiTheWisest/tidemanglerz.png[/img]
[b]Crossu88 - THE TIDE MANGLERZ!
Race: ORK
Capital City: GROBNOTZ COURT
State religion: LOOTIN'![/b]
- Tide Mangler orkz live in jungle and love lootin’, but land be small, and ork no like swimmingz in salty water becuz it salty and no taste gud. So ork make big things out of timbah to carry orkz and loot across da big salty waterz and usez dem ta raid da islandz to da west and to da east.
- Ork smart, and so ork usez da hittings and den runnings away to get more lootz. Den ork getz bored and burnz da landz on south and north, den uzez da empty ladz to maek farmz and grow tasty foodz and wymen to give birthingz to strong new orkz to loot with.
- Orkz also wantz gold, but ork no can do miningz yet so even if ork findz gold he no know what to doez widdit.
[img]http://facepunch.com/image.php?u=617177&dateline=1390023485[/img][img]http://u.cubeupload.com/YogiTheWisest/Amora.png[/img]
[b]Tzun - Amora
Race: Goblins
Capital City: Andriach
State religion: Grah'ful [Grr-Ah-Fool] (Laveyan Satanism)[/b]
- Amorian goblins are forming a sort of a primitive merchant city-state, by spreading trade routes and trading with the local tribes in spice and livestock. They are the first to use a sort of currency: a sort of bean that glows bright red and has special markings for authentication. They use the trade routes to expand their territory, with smaller goblin tribes slowly assimilating into their state. Amorians keep to themselves, but do like to hear about news from the outside territories, as they are ready for a sort of threat, but are worried that there are others that are much better off than they are.
- These goblins are also very knowledgeable about the local plant life, finding many uses for the plants in making all kinds of potions, remedies and poisons. They invent the kinds of red and blue potions, the first able to magically cure wounds and the second replenishing one’s magical energies.
- The Gifted goblins of the realm are called Warlocks: they are capable of summoning minor demons and binding them to their will, thus enhancing their powers and gaining a magical manservant. This path is dangerous though, because many ambitious Warlocks often summon a demon that’s too powerful for them and end up being consumed by them, while endangering those around them.
- Military consists of a town militia, roughly 50 people strong. They are armed with stone weapons, and wear cloth and leather armors. There are two regiments of about 25 goblins, each led by a “general”.
- On Amorian religion:
LaVeyan Satanism is not like, sacrifice a lamb sort of thing, it's believing that you are your own god, and that you above all else should be prized. To rely on indulgence rather than abstinence, to take what you want when you want it. It's a great philosophy, and think that it fits well with standard goblin culture.
Satan is the name of their icon. Mostly it is not used, rather, they just speak of themselves as the God. Some heretics have come and said that there was a true god, and that they were going against his will, they had been shunned to the corners of society, but allowed to live. This is an ongoing threat to the Goblins, as they do not want to kill their own, but cannot withstand an uprising.The Nine Grah'ful Statements
Satan represents indulgence instead of abstinence.
Satan represents vital existence instead of spiritual pipe dreams.
Satan represents undefiled wisdom instead of hypocritical self-deceit.
Satan represents kindness to those who deserve it, instead of love wasted on ingrates.
Satan represents vengeance instead of turning the other cheek.
Satan represents responsibility to the responsible instead of concern for psychic vampires.
Satan represents man as just another animal (sometimes better, more often worse than those that walk on all fours), who, because of his “divine spiritual and intellectual development,” has become the most vicious animal of all.
Satan represents all of the so-called sins, as they all lead to physical, mental, or emotional gratification.
Satan has been the best friend the Church has ever had, as he has kept it in business all these years.
The Eleven Grah'ful Rules of the Magic Kingdom
Do not give opinions or advice unless you are asked.
Do not tell your troubles to others unless you are sure they want to hear them.
When in another's lair, show them respect or else do not go there.
If a guest in your lair annoys you, treat them cruelly and without mercy.
Do not make sexual advances unless you are given the mating signal.
Do not take that which does not belong to you, unless it is a burden to the other person and they cry out to be relieved.
Acknowledge the power of magic if you have employed it successfully to obtain your desires. If you deny the power of magic after having called upon it with success, you will lose all you have obtained.
Do not complain about anything to which you need not subject yourself.Do not harm young children.
Do not kill non-human animals unless you are attacked or for your food.
When walking in open territory, bother no one. If someone bothers you, ask him to stop. If he does not stop, destroy him.
[b]THE SOUTH-CENTRAL CONTINENT[/b]
[IMG]http://facepunch.com/image.php?u=243999&dateline=1389299675[/img][img]http://u.cubeupload.com/YogiTheWisest/BerberFlag.png[/img]
[b]Satansick - The Berber
Race: Orcs
Capital City: Gondwana
State religion: Dreamtime[/b]
- Once upon a time, chief Grozul-al-Grak has discovered the Hellforge, a mighty artifact left over from some previous civilization. He learned how it worked, and soon he had mastered the secrets of working copper and iron. His tribe, armored with metallic weapons and armor, soon conquered the rest of their peninsula, and proclaimed their country the great Berber Empire. This time was called The Golden Incursions.
- When the comet came by, Grozul-al-Grak was killed while hunting; it is said that he was about to strike an antelope down with his spear when the comet flew by. He was distracted by it, and the antelope gored him before running away. Since metalworking was spread all across the peninsula, the empire then fell apart into a collection of rump states, each either wishing for independence or considering themselves to be the real heirs to the great Empire. An uneasy peace lasted for almost a century, until one of the chiefs ordered to restart the Hellforge and bring back the days of glory.
- It is the first time since the Golden Incursions that the warlord also is the high shaman, making him the Berber chieftain, this was prophesied as the end of the Dark Ages. This means he can secure all the power for himself, many Berber orcs now have hope for the reunification of the tribes and for the return of the mighty Berber Empire.
-The chieftain holds a rally where he tells the Berber that he will be the greatest warlord, high shaman and chieftain the world has ever seen. He orders the blacksmiths to relight the Hellforge and begins his devastating march through the Berber peninsula. He plans to retake the old mines of the Berber Empire and to kill the current occupants. While other orcs are hostile towards the Berber, they recognize their imperial claim, as they hold the original capital of the Empire.
- However, when the order came in, the chieftain of the town around the Hellforge decided to instead use it for himself and carve himself a kingdom of his own, effectively declaring war upon the Berber. This has somewhat stalled the Berber reconquest, but they were still able to maintain production of armaments with their own resources. However, all the metals the shamans can find were still repossessed and melted down for weapons. In return the tribesmen were given a large take of the spoils of war that are plundered.
- The peninsula is home to a wide variety of savanna wildlife, particularly great wild cats, which were a great inspiration to the Berber orcs. The Berber shamans attempt to shape-shift into lions during Dreamtime, but do not entirely succeed. They can, however, temporarily acquire some lionlike characteristics, such as increased physical strength and courage, sharp teeth and claws and a kickass mane, making them strong and intimidating combatants.
- The term Berber comes from other races mocking the orcs by calling them barbarians. The Berber re-appropriated the slur as they felt it recognized the orcs strength and pragmatic nature.- Dreamtime is all about introspection and personal journey. Shamans also possess subtle magic abilities, traditionally all of them used to be adept druids.
[img]http://facepunch.com/image.php?u=295683&dateline=1383090155[/img][img]http://u.cubeupload.com/YogiTheWisest/Alderia.png[/img]
[b]Jrose14 - Alderia
Race: Human
Capital City: Firentis
State Religion: Believe in a Goddess of the Moon, Olessa, and a Goddess of the Sun, Ayaatumaria, who they believe share control over their realm.[/b]
- As the comet veered across the skies, those who worshiped the Sun Goddess Ayaatumaria and the Moon Goddess Olessa viewed it as a sign from those they worshiped that they were destined for greatness. They came together to form the city of Firentis, building two shrines to their two respective goddesses. Order, judgement, and honor guide those who follow Ayaatumaria's teachings, while wisdom, magic, and serenity act as the figurehead of Olessa's followers. They march together as one, and, whether by might or by negotiations, they will spread their goddesses' words across the world.
- The inhabitants of the island, perhaps due to their kind nature, excel in the art of medicine. They come up with suck ingenious ideas as bandages, braces, crutches and the like. They also make crude drawings of the human body on dried palm leaves, making inroads in the study of anatomy.
- This attitude is shared by the Gifted Alderians, who use various magics to treat various ailments and speed up the natural healing of wounds and fractures.
- The followers of the goddesses spread out across the island, ready for amed resistance, but the few human tribes they encounter are eager to convert to their faith and join their fledgling state to ensure mutual survival.
- There are two religious sects coexisting in the Alderian state: one which worships Olessa predominantly, that teaches certain discovered magics to its followers, and the other that worships Ayaatumaria predominantly, that trains tacticians and the best warriors Alderia has to offer to lead Alderian armies.
[b]THE NORTH-CENTRAL CONTINENT[/b]
[img]http://facepunch.com/image.php?u=258151&dateline=1386207862[/img][img]http://u.cubeupload.com/YogiTheWisest/symaaria.jpg[/img]
[b]BananaFoam - Syma~Aria
Race: Humans
Capital City: Vairi
State Religion: Symolos Pantheon[/b]
-From the sea we are all born. The sea we shall ride. The sea we shall command. The sea is ours, and we are his. That is the inscription upon the doors of the great and ancient city of Vairi. The Theocratic Kingdom of Syma~Aria has its roots in the ancient, sea dwelling people of its isles. Although they are of many backgrounds, ethnicities, and creeds, these people have united under one ruler and one religion. It was said all the islands were at war. It was a great and terrible war that was fought upon the seas. But then the god Syma, Chief God of the Aria people, spoke to the rulers of each of the islands. They convened on the site where Vairi was built today, and came to an agreement. The war ended, and a High Priest was elected from their ranks. After many years of reform and change, the people of Syma~Aria, while no less culturally different, have become united. The Iklodian Order, the name synonymous with the religious ruling state of Syma~Aria, has been reformed into many ranks with the High Priest standing as the carrier of the divine mandate. While he does not directly control or rule anything, he speaks the will of the gods, and his servants carry out that will. Syma~Aria has long been engaged in a war with its northern neighbors, a loose confederation of barbaric tribes, over a misunderstanding over the control of the neutral settlement.
- The Barbarian Wars have taken a turn for the best, as many allies are gained through use of Syma~Aria's significant stockpile of gold. Their numbers add a significant advantage to the armies, and before long several barbarian holds give out from siege, and an amazing victory as the Battle of Yursen Ford helps round out the first wave of the campaign. Large concessions are made as the barbarian city of Alawukmot is abandoned in the wake of the advancing army, and before long allied barbarians and enterprising traders, farmers, and craftsman settle the abandoned city and turn it into a trade hub for the northern regions.
- High Priest Hyalo-throtep is assassinated by an unknown assailant. The Sisters of the Sea convene to elect a new High Priest. The decision goes to Uras-ir-sylon, elder brother of the general Kash Sylon who leads Syma~Aria's forces in the north. Although many suspect sabotage, Uras tries to verify his legitimacy by communing with the gods. He says they tell him to create more public works and to enhance the lives of his citizens, and thus he gains major influence with the people of Syma~Aria, but the nobility is still wary. He also gives out the call to rally more warriors for the war in the north. Uras also tutors the youngest child of the Alashabad family, the Sylon's rivals in the court.
- New colonies are settled on the far island of Telona. Although small at first, they are able to grow. Much of the island is uninhabited, but the locals come with open arms and trade is open between them. Having enough colonies in the northern half, large tracts of land are claimed to make way for farmers and slaves to help grow crops.
- The Arians with The Gift mainly use it to control the element of water. They are able to control the tides, making their ships go at decent speed even when sailing against the wind, and large groups of mages can even soothe storms and repel tidal waves.
[img]http://facepunch.com/image.php?u=461103&dateline=1390243663[/img][img]http://u.cubeupload.com/YogiTheWisest/RelvestFlag.png[/img]
[b]Mallow234 - Relvestian Tribe
Race: Humans
Capital City: Regula
State religion: Saevitia[/b]
- A group of savage human tribes of the peninsula, entranced by the sight of the comet, gather in one place from which the comet is most visible, and when it leaves, they unite right there into one, big, savage and violent tribe, ready to clash and burn everything in their way.
- They form a sort of militia, where men and women fight as equals, all completely naked and covered in intimidating bodypaint. They raid, loot, pillage, rape and enslave anything they come into contact with. Relvestians also learn to use the variety of hallucinogenic plants and shrooms that grow in the area to their benefit. They make an empowering brew that puts the warrior in a state of berserk, and make a fear-inducing concoction which they put into darts made out of (sometimes human) bone and shoot at enemies through blow-darts. Their Gifted ones use their Gift to further make themselves intimidating, making the enemy believe they are fighting against demons; no, something even the demons should avoid if they want to return to the Underworld in one piece.
- Their religion, Saevitia, is exceedingly strange and brutal, with the gods often being worshipped with extraordinarily painful human sacrifices and removal of the lungs.
- They have a run in with local orcish tribes,which soon are so frightened of the seemingly small and toothless invaders that they attempt to run, but are chased down and given to their unspeakable fate. The Relvestians out-savage even the orcs.
- The fighters, savage and blinded by hallucinogenics, would not hesitate to rape the orcs (of any gender), so the tribe now has a little bit of orc in it’s blood.
[img]http://facepunch.com/image.php?u=193052&dateline=1386775127[/img][img]http://u.cubeupload.com/Mackalda2k6/LegracianFlag.png[/img]
[b]Mackalda2k6 -Legracian Empire
Race: Elves
Capital City: Legracios
State religion: Ancestral Pantheon[/b]
- The history of the Legracian Empire is immense and incalculable. Few records exist to indicate its date of foundation, but it is well known that from the island city of Legracios, an Empire emerged very early on. The skilled elves of the island produced exquisite luxury materials, fine cloth, drink, and other items of splendor. These items were highly sought after throughout the tribes of the world, and so, the elves quickly turned the sea into a great road for peddling their goods abroad. The lavish wealth collected by this trade financed a large and well supplied war machine that set into Meerand (The large island next to Legracios) and, under the bold leadership of Emperor Midian, succeeded in bringing the entire island under Legracian control. The Empire was a marvel of the world, with expansive trade networks flowing every which way from the magnificent city of Legracios, a multitude of races brought low by the strength of the island elves. However, their time in the sun was brief. A plague carried from some faraway shore swept through the city, killing 75% of the population and incapacitating many. The conquered tribes were quick to rise up and throw the exhausted Legracian overlords out of Meerand, and fear of more diseases along with the large dearth of manpower severed the trade lines of the Empire. The decline of Legracios was rapid and devastating, losing all but a few token fortresses on Meerand and several islands. The glorious city itself began to decay as Elvish repopulation struggled to fill empty quarters that had once resounded with the glory of the Empire. It has been a long time since the "dark times" and some of the former Legracian strength has returned. Midian IV, newly coronated Emperor of Legracios, has begun to dream of the glory days of the Empire, working to rebuild the lost glory of the Legracian Elves.
- The Legracian society is divided into castes, these being: hereditary leader, warrior, merchant, artisan, farmer/fishermen, and labor caste, in order of privilege. Lesser races (that is, every race other than elves) are considered slaves and are on the very bottom of this social ladder with no hope to gain standing.
- Legracian markets are reopened, as the city itself is cleared of any rubble and remains of the dark times. With the repairing of the infrastructure the economy of the city begins to revitalize. They also establish trade with the Arian humans to the east, so things start to liven up for the elven merchants.
- What remained of healthy and able-bodied elves is organized into a small, but skilled and well-equipped military. Ships, a lot of which were abandoned during the epidemic, are brought back, repaired and put to use by the military and the merchant navy. Contact with the outposts is established, and order is re-established in what remains of the once great empire.
- Legracian elves with the Gift are known to have control of the 4 principal elements, one mage usually specializing in one element. Fire mages could easily set thing on fire with their mind, water mages could ride the waves and hurl spears of ice, earth mages could telekinetically hurl large rocks and carry 4 times their weight, and wind ages were able to leap 5 stories up and gracefully float from any height without risk of breaking their spines.
- Legracians believe that Elves are the pinnacle of life on the planet and are all meant for ascendance to an immortal plane. Reincarnation is the primary system of ascendance, with Legracians moving closer and closer to apotheosis and, thus, ascendance by hard work and good deeds for Legracios. The pinnacle of society is the emperor, considered semi-divine and destined for elevation upon his/her death. Through this system, all emperors are revered as gods upon their deaths and are recorded in the great sanctuary of Legracios. However, most temples only contain what is considered the "pantheon" that comprises the three most famous emperors in Legracian history. Leona, whose reign was marked by much charity, social equality, and peace, she is most revered by the poor and lower castes of Legracios, Pluscon II, remembered for opulence, merriment, and the commercial zenith of the Empire, he is popular among the rich and noble of Legracios, and Midian, famous for unifying the entire island under his crown and establishing a uniform system of laws, he is widely considered the chief deity and worshiped by all. These three are considered the most prominent of the gods, rewarded with the most control over the world for the fame they achieved during their lifetimes.
[B]THE NORTHEASTERN CONTINENT[/B]
[img]http://facepunch.com/image.php?u=317202&dateline=1381984903[/img][img]http://u.cubeupload.com/YogiTheWisest/moria.png[/img]
[b]Sobotnik - Republic of Moria
Race: Goblins
Capital City: Moria
State religion: Fertility cult[/b]
- Nomadic Goblin tribes which roamed the great steppe usually gathered at the lake Tittikaka, where four mighty rivers meet to refill their water stocks and to mingle with other tribes. That was until one of the chiefs saw the portent which is the comet, and then an idea occurred to him. Rubbing his hands and smiling conspicuously, he united the disparate tribes by coercion or force and eventually a mighty city was built on the bank of the lake, surrounded by ranches and rice fields.
- Due to their nomadic nature, the Morian goblins were pretty good at handling various animals, such as oxen, cows, dogs and sheep. They were quick to figure out that shared traits between parents are more likely to pass on to their child, and managed to produce various breeds of animals for different purposes. They also ride on donkeys (horses being too big for them), but are reluctant to do so, as they have not yet invented the saddle, and Morians are very protective of their reproductive organs.
- Childbirth in Moria is surrounded with a lot of shamanistic rituals, but they are not just for show: they are magical in nature, their aim being to ease childbirth and maximize the chances of getting healthy offspring and ensuring they stay that way, at least for the tender childhood years.
- Militia bands of goblins are formed. Due to their physical weakness they fight cunningly and cowardly. Spears are thrown, soldiers are hide behind trees or rocks, set ambushes, etc. Their larger numbers should be used to surround the enemy and terrify them. They always attack weaker targets, and never fight on fair and equal terms. They successfully expand along the rivers in the steppes, managing to intimidate a few other tribes into joining them, but when they set foot in the southern deserts, they were attacked by giant worms, that apparently could sense the vibrations of the earth and dive right under the prey they were going to eat before promptly landing over another victim and burrowing back into the sand. That has proven to be a major roadblock in settling the deserts.
- The new goblin chief puts forward major reforms. Primogeniture succession is established. Only the eldest child inherits. This is to encourage the younger children to move out and settle new homes. The age of marriage is lowered down to the beginning of puberty. All the spoken dialects of the former goblin tribes are united into one language based on their most common features. The same happens with their culture and religious rituals. Rice fields and other farms are built all over, as well as roads and granaries to ensure that food supply satisfies the rapidly growing population.
- For the beginnings of trade, grain markets are established. A special class of merchants (who are also the ruling elite) buy food from farmers and take them to markets for sale, often in more populated and busy areas. This food is used to support people developing magic and technology. While it isn't much in terms of trade, it's a start.
[img]http://facepunch.com/image.php?u=128241&dateline=1319212661[/img][img]http://u.cubeupload.com/YogiTheWisest/Abellsca.png[/img]
[b]darkrei9n - Abellsca
Race: Elves
Capital City: Albagn
State religion: Belief in a Pantheon of gods[/b]
- The country of Abellsca was formed shortly after the sighting of the Great Comet. Believing it to be a sign from the gods the group of Elves, nearly 500 total fled the tyranny of their homeland (which was destroyed in a cataclysmic earthquake) to an island where they believed themselves to be safe. Its people are a careful group, watching for the omens before enacting on great changes.
- The elves proved to be able shipbuilders, making sails from whale skins and using their vast Gift of elemental magic to ensure favorable winds and calm waters. They explore the sea around them and are pretty knowledgeable of the tides and currents, reefs and shallows of their sea.
- These peaceful elves focus on developing their island and preparing for colonization of the other islands.- The Big 3 of the Abellscan Pantheon:Abellsca: The Abellscan's god and namesake for their country. Believed to be the god of the earth and sky the Abellscans believe he is the most powerful of all the gods and the most kind of the gods. For because of their faith in him he saved them from their homeland and created this island for them to prosper on.Sescari: The Wife of Abellsca, the goddess of the sea. The sailors of the Abellscan tend to worship her over Abellsca, believing her to be just as important as Abellsca himself. They believe that she is a easy to anger god, and that the hurricanes that strike the island are from her in order to punish them.Pollkan: The god of death, not a god to be feared, not a god to be worshiped either. The Abellscan believe him to judge all fairly when they die, and send them to where they belong. They believe to worship him is morbid and unrealistic, while to fear him is to fear nature itself and abhorrent.
[b]Current Player List:[/b]
DaysBefore - Realm Of Norrisburg (Humans)
KingArcher - Kingdom of Khordaldrum (Dwarves)
VOSK - Northern Elves (Elves)
Crossu88 - THE TIDE MANGLERZ (Orcs)
Tzun - Amora (Goblins)
Satansick - The Berber (Orcs)
Jrose14 - Alderia (Humans)
BananaFoam - Syma~Aria (Humans)
Mallow234 - Relvestian Tribe (Humans)
Mackalda2k6 -Legracian Empire (Elves)
Sobotnik - Republic of Moria (Goblins)
darkrei9n - Abellsca (Elves)
[b]If you haven’t already done so, please join our group. There will usually be people chatting in the chat room after each turn is posted, so please pop in for a visit.[/b][url]http://steamcommunity.com/groups/FaRPG[/url]
Yet again I'm alone in Africa, but at least I have some hostile orc-ish states to keep me company.
A legend would be great, because I've no idea who's who
[QUOTE=DaysBefore;43630488]A legend would be great, because I've no idea who's who[/QUOTE]
Actually, all the countries on the map are color-coded: I just used one of the colors from their flags on the map, so it should be relatively intuitive. But I will make the legend anyway.
Can I still join?
[QUOTE=Thug;43631541]Can I still join?[/QUOTE]
What kind of a stupid question is that?
[editline]22nd January 2014[/editline]
I mean, yes, of course you can.
Well based on how many people there already is and the past record of forum RP's, I did not know if it is to much work for you already..
[QUOTE=Thug;43631823]Well based on how many people there already is and the past record of forum RP's, I did not know if it is to much work for you already..[/QUOTE]
You can get in, I think I'll (temporarily) cap it at 14 players, if we ever get to that number.
On a different note, I'll put up details for playable lizardfolk tomorrow. I originally wanted to sell the Lizardfolk Race Pack DLC for $15, but then I remembered that I am an actual human being and decided to release it [B]FOR FREE![/B]*
*by free I mean agreeing to put a rabid komodo dragon down your pants for my amusement.
[QUOTE=YogiTheWise;43631966]
*by free I mean agreeing to put a rabid komodo dragon down your pants for my amusement.[/QUOTE]
I'm okay with this.
[editline]23rd January 2014[/editline]
[QUOTE=Satansick;43628710]Yet again I'm alone in Africa, but at least I have some hostile orc-ish states to keep me company.[/QUOTE]
You've got me! ):
[QUOTE=YogiTheWise;43631966]
On a different note, I'll put up details for playable lizardfolk tomorrow. I originally wanted to sell the Lizardfolk Race Pack DLC for $15, but then I remembered that I am an actual human being and decided to release it [B]FOR FREE![/B]*
*by free I mean agreeing to put a rabid komodo dragon down your pants for my amusement.[/QUOTE]
add sentient balloon people please
IMPORTANT: my country may enter a state of emergency tomorrow, meaning no internet, tv, etc. for a month or until this whole situation is over. If that happens, know that I will not forget about you and that the game will continue once the emergency is lifted.
Now, have your lizards:
LIZARDFOLK:
They can be strong, cunning, and adequately and Gifted, and they are many. They are cold-blooded, though, and get absoluteky rekt in cold climates.
Avg. life expectancy: ~100 years
Population growth: ****
Technology: ***
Magic ability: ***
Physical characteristics: ***
[editline]23rd January 2014[/editline]
Fuck, when I try to edit the OP the text field goes blank, what do?
[QUOTE=YogiTheWise;43641322]IMPORTANT: my country may enter a state of emergency tomorrow, meaning no internet, tv, etc. for a month or until this whole situation is over. If that happens, know that I will not forget about you and that the game will continue once the emergency is lifted.[/QUOTE]
Oh man I didn't even notice the Ukrainian flagdog. Hope everything blows over and not to many more people get hurt.
[QUOTE=YogiTheWise;43641322]Fuck, when I try to edit the OP the text field goes blank, what do?[/QUOTE]
That's due to certain symbols in the OP. I believe there is a sticky explaining it. Its annoying as hell, I normally save my OPs in a pastebin or notepad.
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