NationStates Jolt Archive


Lands of Ouroboros. Hub Thread (Closed)

Damirez
08-08-2007, 13:34
It is not known specifically why the kingdoms of Ligbryne and Silandra fight. Numerous hypotheses exist, from competition in the slave markets, and even religious reasons, but no one knows for sure what caused these powers to fight in the first place. But if one thing if for sure, there isn’t any cause for them to stop, and it is likely there won’t be in the foreseeable future.

The Human Kingdom of Silandra and the Dragonfolk Kingdom of Ligbryne oppose each other in a torrent of ways. The slave markets of Ligbryne and Silandra each oppose each other in cutting up the slave market. Each nation does not hesitate to enslave the other, and each have very different view on what is divine and what isn’t. They each have always had powerful militaries. They each commit acts of atrocity. In fact, in the world of Ouroboros, there is and has always been a lack of selfless good. There has only been the measure of who is more evil than whom.

On one hand, in Ligbryne Demonology is a common practice, and the inhabitants engage in acts of extreme sadism. On the other, they will accept any person of any race – provided they give up their own culture completely, accept the Ligbrynian culture and religion, and engage in the correct rituals.

On the other, in Silandra, if you are not a human, you don’t deserve to live as a free being and species resembling humans are considered second hand citizens. Slavery of all other races is commonplace, and arts thought despicable in other cultures are fine if practiced on ‘sub-humans’. Yet, to humans, Silandra is one of the greatest places to live on Ouroboros.

Together, these nations could rule the world. But in reality, things aren’t so ideal.

Once again, in the year 5673 on the Ligbrynian calendar, and the year 4723 on the Silandrian one, war is being fought. For what is obscure, but the armies and navies of the powers of the land clash besides. But this conflict proves to be bigger than normal. Huge battles erupt throughout the island of Darskan, and as the dark depths of the oceans and the ever empty bellies of the ravens are filled, the powers suddenly find that their armies and navies are depleted from the fighting.

Therefore, as the great powers retreat to their strongholds to lick their wounds, and the flotsam of smashed ships drifts onto the shores of Darskan, certain opportunities arise for the lesser nations of the land. Will they align themselves with the Humans or the Lizards? The Xenophobes or the Occultists?

Or will they found their own movement? Will they seek to fulfil their own desires for power and wealth, or will they fill the vacuum of divinity and good? Will they engage in the dark practices of the Necromantic and the Demonic, the natural practices of the Beast and Plant masters, the goodly practices of the priest and paladins, or seek power with the elemental schools?

The answer, my friend, is up to you...


The Realms of Ouroboros:

Ligbryne (Weccanfeld)

Silandra (Damirez)

Map:

http://img406.imageshack.us/img406/1561/vers1ut2.jpg

Link to full sized map:

http://img245.imageshack.us/img245/9981/final1vl1.png

Link to claims map.

http://img408.imageshack.us/img408/7364/withnamesqs2.png

What this is:

This rp is a Fantasy Tech Earth. That means you stake a claim for an unclaimed area on the map, create a nation that fits into a fantasy setting and start roleplaying. This isn’t limited to wars – it can be anything from espionage, a founding of an organisation, a economic deal or the cultivation of a new herb.

What Fantasy Tech is:

Fantasy tech means features of fantasy settings, including (but not limited to) magic, mythical races, and the presence of higher powers such as demons and the like. In this rp, all the said features exist, as well as others. However, there are limits, those of which are highlighted in the rules (see below).

Rules:

Magic.

Magic is a powerful and flexible force, but you shouldn't count on it to get you out of all your troubles.

One universal constant for the use of magic is the fact that a price has to be paid. Want to summon a demon? Fine, but the stronger it is the less chances there are for your character to stay alive after the process. Want to bring a beast army to the fight? No problem, but expect your predators to start eating at your herbivors.

In short, while magic can be used for various goals you should think twice before using it.

Tech Rules.

No gunpowder. It takes the fun out of the game since most weapons became obsolete with its introduction.

Most techs are being limited a maxiumum of around 1250, with the larger countries benefiting from advantages due to their size while the smaller ones will be left behind. Races also have to be taken into account when deciding a tech level.

Also, it's important to remember that the more advanced you are, the more out of touch with certain magic categories you are.

Racial Rules.

No 'supreme' race. Even though most races are going to be admited it doesn't mean you can create a master race. You'll have to balance strenghts and weakneses.

Special characters.

The 'heroes' of this land. Just like a hero they can be tough to kill, and are smarter, more powerful and more dangerous than the average. This doesn't mean however that they can defy racial patterns over certain limits or that they can decide the outcome of a battle all by themselves. In the end they are just one individual.

Population rules.

Important to remember that population will be limited. Even though you have a highly fertile race it doesn't mean much if you lack land or resources to feed all your citizens.

Established on a case to case basis.

*We reserve the right to comment.


FAQ

Who is in charge of this rp?

This rp is co-admined by Weccanfeld and Damirez.

Isn’t it a bit unfair that you two get massive nations whereas we get tiny ones?

Sort of, but keep in mind that you aren’t locked in a stalemate with a nation evenly matched to yourself. Plus you can become just as powerful as us if you role-play well enough.

I'm interested in this rp, but I have not got an idea of what type of country I want to be. Can you help in any way?

Yes. Just send either of us a telegram and we can give you some ideas.

So I can be (insert fantasy nation here) then?

Yes, but its better if you use a nation that you made up yourself. Trust me, its much better that way.

What about having (insert fantasy race here) in my nation?

Yes.

What's the policy on underwater/underground empires?

We've decided to ban underwater and amphibious empires, and playing a underground nation you've got to be aware that you'll need to have holdings on the surface, or else your diet is restricted to mushrooms, bats and cockroaches. And keep in mind that it isn't easy to tunnel underground. No matter how many Troglodytes you have slaving away. Chances are your tunnels have been mined over many millennia.

Okay, I've got a patch of land, how are kingdoms deemed good to go?

The kingdoms are approved on a case by case basis, by either Weccanfeld or Damirez. If we don't approve, we'll say so and give a reason. The you can change it and try it again.

What time zones are the Admins?

Weccanfeld is currently GMT+1, and Damirez is GMT+3. But being on summer savings, these might change slightly.

Why is gunpowder banned?

Because it made most of the best parts of the medieval ages obsolete (ie elaborate suits of armour, and big castles, to name a few).

Why can’t I do/have (insert feature here)?

Because we say so. We’ve discussed the rules extensively in MSN, and each and every one of them is there for a reason.

What exactly is life force?

Essentially life force is the thing that keeps us alive, some might associate it with chi or ki, but that wouldn't be quite right. In short it's something everyone has, but only a few can use and since it's the thing that's keeping you alive, well, you really don't want to run out of it.

How much freedom do I have regarding environment?

A good deal. The rivers and Mountains are preplaced, due to some trying to fabricate the perfect position, but these are major features, and in terms of streams, small woods and hills you've got more freedom. Also, whether your forest is tropical, ancient or withered is up to you, as is whether you have a plain or a desert. BUT WITHIN REASON. If there is a river, there can't be a desert.

Are there any rules/guidelines regarding quality of posts?

Yes. Try and keep posts above two lines, and with correct spelling. We understand if you learnt your English off Lost that it isn't going to perfect grammatically, but it isn't hard to run it through Word, or use Mozilla.

Can I invoke the power of god?

No. That would be Godmodding

What programme did you make the map with?

A freeware programme called AutoREALM.

Is Weccanfeld a Satanist in real life?
Bugger off.

Is Damirez a Xenophobe in real life?
And that's your business, how?

For any other questions, subscriptions or requests please check this thread:

Sign Up Thread (http://forums.jolt.co.uk/showthread.php?p=12947695#post12947695)
Damirez
08-08-2007, 13:50
Categories:
Nature, Light, Dark, Elemental

Nature:

#1 Beastmasters

Able to summon beasts, must first tame them. Not able to create beast armies as different beasts have different habitats.

#2 Plant Masters

Able to use plants by fusing with them. Destroying the plant kills them and long term use presents the risk of getting stuck in that form.

Light:

#1 Healers

Able to heal, major injuries require sharing life energy. Can mind control others, but it leaves them immobile.

#2 Paladins

Champions of the light, present the ability to use life force to boost their abilities. Excessive use presents usual risk of death.

Dark:

#1 Necromancers

Able to raise and talk to the dead. Pay price in life energy. Complete summons may lead to loss of life. All resurrected undead feed on the life force of the necromancer.

#2 Demonologists

Able to summon demons. Requires bits of the soul to be fed to the demons in order to keep them on the same realm. Eventually leads to death. Presents a high risk of possession.

Elemental,

#1 Fire

Masters of fire. Able to manipulate fire on a small scale and to use fire on their being. Repeated & continuous use leads to death.

#2 Water

Masters of water. Able to manipulate water on a small scale and to use water on their being. Repeated & continuous use leads to death.

#3 Earth

Masters of earth. Able to manipulate earth on a small scale and to use earth on their being. Repeated & continuous use leads to death.

#4 Air

Masters of air. Able to manipulate air on a small scale and to use air on their being. Repeated & continuous use leads to death.


Forbidden Arts:

Lich:

Has to use life force of living relatives as power source and in order to stay on earth. Otherwise nothing more than an undead.

Vampires:

Have to feed daily. Can turn only a few selected individuals.