Low-Fantasy World Sign-Up
Hyperspatial Travel
26-04-2008, 13:05
So, here's a new take on the fantasy idea. Essentially speaking, rather than being an entire world full of empires, I've cut a sliver out of a fantasy map I built, converted it roughly into a hex-based map, and decided I'd see who on Nationstates would want to run with this idea I've just had.
The 'sliver' of the world is named Arer Range, or at least the area surrounding the mountain range is named after it, and it's only really about two hundred kilometres on both the x and y axis. It doesn't have room for major empires, for obvious reasons, but is rather an unsettled, pristine area of a fantasy world.
This is where you come in. Using whatever race you'd like, take a thousand settlers, and found a village - or a military camp, trading post, raiding organization, and come to this pint-sized fantasy world. Because, in a lot of fantasy RPing, people get too caught up in the fifty thousand Elvish soldiers, and the eighteen lich-kings, and forget that any good fantasy world is built on a solid spirit of unsurety. Being the unstoppable paladin or the invincible master of the undead has its charm, but, in the same way, many fantasy RPs are spoiled by super-mages who can summon the very gods to do their bidding.
It's not exactly the most exciting of ideas, and so I'm looking for people who are more individualistic in their roleplaying. When you have a thousand settlers, your heroes, your mages, your best warriors and seers matter. They matter more than for reasons of morale, as, essentially, they're irreplaceable on a short-term basis. If you lose the only man who can sling a lightning bolt to scare off the orcish tribes, suddenly you might find your entire fragile village existence overwhelmed.
It's the existence of shortages that makes stuff exciting, and, in that vein, that's why I'm setting this up. There seems to be so much very fantasy for the guys who like ubermages with laser eyebeams, but not so much for the fantasy players who enjoy the idea of the mage being useful in that he can make light, or the warrior who doesn't have any magical armour, just good ol' fashioned experience.
There are, however, a few restrictions on joining. Firstly, there's a little template I'd like to be filled out. I will approve or disapprove of your settlement, as so to retain the feel of the setting.
- - - - - -
Name:
Race:
Race Description: (if not human)
National Description:
Combat:
Magic:
Growth:
Type:
- - - - - -
Race is, quite obviously, what race you are. If you're not a bog-standard human, but rather choose to be elves, dwarves, orcs, or perhaps a race you've invented yourself, write up a race description, describing just how your race functions.
National Description is a description of the hardy band of settlers. Are they ruled by an elected council? A king? The strongest warrior? The strongest mage? Just a brief spiel on goverment, society, and your peoples' likes and dislikes.
Combat, Magic, and Growth are values you get to choose. They range from 0-10, and you have a total value of twenty points to dole out. Combat and Magic are arbitrary values - they only matter in comparison to everyone else. It's expected that a race with Combat 1 will be stomped on by a race with Combat 10 in battle, all else being equal.
A good way of thinking of the Magic rating is in D&D terms. If you're a Magic 5 race, the most powerful wizard you'll get is one who's about Level 5 in D&D. So, they'll be able to sling the occasional fireball, and maybe speed your warriors up, but they won't be reanimating the dead.
Growth, however, gives you your population increase rate. This is decided on a year-to-year basis, with Growth acting as a multiplier. As you can imagine, on a low-level RP, where you only have a thousand people, this can matter quite highly.
Type, however, is an entirely different kettle of fish. Obviously, to me, there are going to be three different kinds of people in this RP. The first one is available to everyone, the last one available to people who I think will make good antagonists.
Firstly, settlers. People who come, found villages, and are there to stay. They're represented on the map by little city icons, depending on the size of your settlement.
Secondly, raiders. Pillagers. Looters. Nomads who have a base camp, but essentially rely on destroying other people. Raiders may just demand tribute in food, or slaves, but are generally bent on conquest and domination rather than constructions. Raiders may just be normal looters, or perhaps agents of a faraway kingdom, bent on trying to conquer the untamed wilds beyond its borders. Raiders don't use the combat/growth/magic barometre.
Lastly, monsters. Antagonists. Evils. If you're a monster, you'll be playing as a villain of some kind; a lich-lord, a dragon, and, while you probably won't have a thousand souls under your command, as you're a dread evil who's worst power is to terrorize a few settlements of simple souls. You also don't use the combat/growth/magic barometre.
And when making your claim on the map, just edit the map in paint with an "x", or other mark, so you can show where you want to be. I'll put in the symbols from there on in.
- - - - -
Name: Thanadi
Race: Human
Race Description: Ordinary human. They are, however, rugged people, and, while having lost many of the connections to their gods in their exodus, they are highly skilled in the arts of combat.
National Description: The Thanadi are the ragged survivors of an event they call the "Sundering", in a land far to the south. They believed in one god, Ekharos, while most of the peoples in their kingdom swore allegiance to another. When war broke out, their cities were destroyed, and a band of settlers left their lands forever, settling near the Arer Range. One of the first people to arrive there, they called their town "Thanad", after the lands they had lost.
Combat: 6
Magic: 4
Growth: 10
Type: Settlement
- - - - -
Map of Arer Range (http://i26.tinypic.com/96b1o8.png)
So, just sign up using that little template, mark where you want to be on the map, remembering that each hex is about 5 kms across, and maybe 7.5 kms from top to bottom, so you only really occupy one hex at first.
Belschaft
26-04-2008, 15:42
Name: Nurengard
Race: Ordinary human.
Race Description: Largely Godless with litle magical conection, their settlement is however heavily fortified and in a prime strategic and economic location.
National Description: Originally founded by an expedition from the now collapsed Holy Roman Empire, the people of Nurengard where originally merchents and Soldiers. While the original settlers are long since dead, the new generations continue to embrace the skills of their ancestors.
Combat: 8
Magic: 2
Growth: 10
Type: Settlement
(I couldn't get the image to show, please locate setlement in the mountain pass 2 colomns to the left of Thandi)
Name: Atanarr
Race: High Elves
Race Description: High Elven beings whom have a high connection with nature, and are strong warriors. Due to their immortality and knowledge, however, they do not grow very fast and are limited to elemental magics. Skilled archers and horsemen, however, they are not an easy army to defeat.
National Description: The High Elves of Atanarr are always looking to expand and find new places to live, as well as preserve the forests from the axes and hungry hands of the dwarves, humans, and other mortal species.
Combat:9
Magic: 8
Growth:3
Type: settlers
Hyperspatial Travel
26-04-2008, 16:31
Shnewmap nextpost.
Conserative Morality
26-04-2008, 16:33
Name: Erik-Rran
Race:Luxyin
Race Description: The Luxyin are a race of Wolf-creatures that stand on 2 legs and have opposible thumbs. Despite their long-life (Normally around 300 years) and quick maturation rate (Phsyicly Mature at 17-20 years) there are not many, mostly because most Luxyin do not mate within their life-time. When compared to humans, they are geniuses, and incredibly strong. However, they do not have even the simplist grasp of magic, and tend to be aloof and VERY territorial. They have trouble dealing with fire, and thus much of their capacity for incredible inventions has been wasted, although some conquer their fear of fire and are well regarded by other Luxyin. Luxyin are also very good marksmen. In combat they prefer to use metal (When they have it) claws and crossbows. They wear no armor.
National Description: Made mostly up of Hunter/warrior (In Luxyin society it's interchangable) And craftsLuxyin, they have no other intention then to create a peaceful existence for themselves, and to gather knowledge about the world around them.
Combat: 10
Magic:0
Growth:4
Type: Settler
where I wanna be. (http://s283.photobucket.com/albums/kk294/Tombombadil9/?action=view¤t=96b1o8.png)
This is a really, really good idea and sounds like a lot of fun.
- - - - - -
Name: Elendar
Race: Elemental Elf (Light, Earth, Fire, Dark Elves) Humans
Race Description: (if not human)
Elemental Elves were believed to have been created by the elemental gods to use as soldiers before the great war. They each have their own traits and abilities.
Light Elves: These elves are considered the smartest and most powerful and are deeply religious. They are not usually regarded as fighters but are very good with their swords. As for magical abilities, they are good healers and depending on skill level, have many different attacks.
Earth Elves: These elves are typically forest dwellers and are seen as privative by some. They make excellent craftsmen or workers and are quite good fighters, making use of many weapons though best with a bow. Their magic typically revolves around the manipulation of the forest but they are also capable of limited camouflage.
Fire Elves: Fire Elves typically live near volcanoes or mountains.They too are often considered primitive. Most Fire Elves are very strong, capable of smashing large boulders with their fists. They are very temperamental. On the battlefield they typically use war hammers and sometimes slings and rocks. Their magic revolves around the use of fire.
Dark Elves: After the war of the gods, Dark Elves exiled themselves to a corner of Orbath, at first hiding and then turning the land into a fortress, full of traps and the unknown. Dark Elves rival Light Elves in terms of intelligence and religious devotion. They are effective fighters, employing a variety of weapons. Their magic is often related to deception and manipulation however in some very strong elves, necromancy is possible.
(There will be several dark elves which snuck to the colony and will attempt to bring it down)
National Description: Orbath is a large nation ruled firstly by a somewhat cruel king and more locally by often greedy lords. Although technically ruled by a human king, the elves are often withdrawl from society and govern themselves.
Combat:6.5 (I don't play D&D so this is kind of 1 being crappy, 10 being really effective)
Magic:7
Growth:4
Type:Settlers
- - - - - -
Oh, if possible could I have the hexagon 20 places from the left, 9 places down.
Hyperspatial Travel
27-04-2008, 01:44
All accepted, and the map's been updated. If I misplaced you, Orbath, just tell me.
Conserative Morality
27-04-2008, 02:17
OOC: Would settlers be allowed to attack other settlers?
[NS]Wulfhelm
27-04-2008, 02:50
Name: Silverdell
Race: Human
Race Description: (if not human) Ordinary
National Description: Silverdell was founded over a century ago as a natural result of the confluence of farming village surpluses in a small, lightly wooded valley. It's a town that sits above a creek running from the mountains to the west. Although most of the population are farmers, a few specialists provide skills needed to make the town somewhat self-sufficient (compared to larger cities); a few metal and woodworkers, soldiers, scribes and a single mage (Garnon). The town is governed by a town council consisting of the eldest male landowners.
There are two noble families associated with the township; House Tirgovi (the oldest and wealthiest, but in decline) and House Enmar. Enmar Manor is just north of the town, while Tirgovi Manor is hidden away to the west, closer to the mountains. Both noble families, and ultimately a good deal of the rest of the settlers, had ancestral homes in lands far to the south.
Combat: 5
Magic: 5
Growth: 10
Type: Settlement
Location is 11th from the left, 5th down.
Name:Ecclesia
Race: Human
Race Description: (if not human)
National Description: establish by Cheiftain about 150 years ago who offically united his people to form the Ecclesia . Which he took the title of Emperor they are very organized and complex nationality and have very skilled and capable army. The city is feeled with blacksmiths and armorers beacause of the Eclessia moderate ability of it's mages. The Emperor lives in a grand palace and The army resides in barracks west of the city about 1/3 of a mile away. Their current leaders is Emperor Timothy Shives
Combat:10
Magic:4
Growth:6
Type:Settlers
4 over to the left of Nurengard and one down is where i would like to my people located it.
Mereshka
27-04-2008, 03:44
OOC: Hoping this is open.
Name: Methuans
Race: Werewolves
Race Description: Werewolves, they do not need a full moon to go into a 'Moon Rage', but that is when they are at their strongest. They have very little magic, but more than make up for it in combat.
National Description: These werewolves are the last remnants of the Clan of Slaughter, which was pushed from the werewolf homeland when the rest of the race made peace with the vampires. The clans sole objective was the slaughtering of vampires. They are led by La'Zerra, which is not his real name. It means Fallen Angel, and was given to him when they refused to accept the peace.
Combat: 10
Magic: 3
Growth: 7
Type: Type 1
For location, I wish to have 3 from the right, and 1 down.
Also, if I may, may I add a type three?
Hyperspatial Travel
27-04-2008, 04:04
CM: It's freeform roleplay. The only thing I control is the passage of time, in which I'm thinking one week/year would be good, and the basic population growth.
Angaor, keep in mind that you're founding a village of one thousand people. A grand palace might be a little beyond their capabilities. I'll accept you, but keep in mind it's unlikely a thousand people (who are probably mostly farmers and hunters, just to keep food flowing in) would be able to sustain an entire army camp and a grand palace.
Mereshka, Wulfhelm, you're in.
And Mereshka, the difference between Type 1 and 2 is that settlers get growth, raiders don't. Effectively speaking, Type 2 is an antagonist who's fairly numerous and needs to attack in order to survive, Type 3 is a monster antagonist - a major enemy of some kind, the sort of "evil lurking in the depths of the mountains/forests/lakes" - you can have all three types in-game if you want, so long as you roleplay them in the same way you'd roleplay a puppet in mainstream NS - unaffiliated with your main incarnation.
Mereshka
27-04-2008, 04:30
Fair enough. I'll edit. And here is a Type 3, if you'll allow it.
Name: Sang-Drax
Race: Unknown, believed human.
Description: A powerful necromancer, he is on the verge of ascending to Lich-dom. All he needs is a suitable soul, in order to have a "spiritual witness" as he terms it in his many journals. More likely he wishes a powerful soul to add to his. He decided that the Arer Range would be a perfect place to find such a thing, as there are few enough people.
Location: I assume that he wanders around, but his hidout is 3 up from the bottom, 2 to the left.
OOC: Yeah you right how about something like a small villa then and i just put the army in the city then.
Mu Cephei
27-04-2008, 05:56
While I rp the Mu Cepheians in FT, I know that we are expected to use swords, etc. in this rp. Also, since I don't have a paint program you can me wherever you want.
Name: Mu Cepheians
Race: See my fact book (http://forums.jolt.co.uk/showpost.php?p=13471050&postcount=3)
Race Description: See my fact book (http://forums.jolt.co.uk/showpost.php?p=13471050&postcount=3)
National Description: Based off of the Mongolian Empire under the rule of Genghis Khan. The Empire of Mu Cephei is deploying a small group of soldiers to scout the lands for invasion. The description of the social order of the Mu Cepheians is in the factbook (see link above) and I'll rp the Mu Cepheians as an entire clan. Like the Mongolians, the Mu Cepheians will live off the land and will constantly move to search to see if it is worth conquering, but over time they will realize that they no longer have the capabilities to return to their home. So, they begin to attack villages in hopes of recovering enough horses (their main form of transport) and money to pay for a large boat to return home.
Combat: N/A
Magic: N/A
Growth: N/A
Type: Nomadic Warriors
Conserative Morality
27-04-2008, 23:10
OOC: When does the IC thread open?
Old Atlantia
27-04-2008, 23:30
Tag
Belschaft
28-04-2008, 00:59
Can we alter the map as we develop? For example can i fortify a particular edge of a hexagon, build a fort or a mine elsewhere, establish a road (more like a dirt track) to another village, and so forth.
Hyperspatial Travel
28-04-2008, 08:19
Building forts/mines is possible, as are roads - but keep in mind each hexagon is roughly 5 km horizontally, so unless your town is about that width, fortifying an entire 5 km might prove to be a little foolish.
Sang-Drax and the Mu Cepheians are in. CM, I'll kick it off in just a bit.
Hyperspatial Travel
28-04-2008, 08:53
http://forums.jolt.co.uk/showthread.php?p=13649420#post13649420
Here's our new hub thread - used for everything bar signups. I'll get started on some RPing in a bit.
Name: Rinarholt
Race: Aleran
Race Description: Humans with elemental spirits known as Furies bound to their will. Six types of Furies: Fire, Earth, Water, Air, Wood, and Metal.
National Description: Essentially the early Roman empire, ruled by a group of royal families, with a First Lord from the most powerful family acting as de facto leader. Rinarholt is run by Steadholder Rinar Octavian.
Combat: 7. The Aleran Legions are composed of volunteers from across the nation, and trained to fight as a unified wall of soldiers. Furycrafting (especially Earthcrafters and Metalcrafters on the line, and woodcrafting archers) makes them a match for most, although it is their discipline and training that makes them truly formidable.
Magic: 10. Every Aleran has his Furies, although their power varies drastically. Most furycrafters are able to do little more than speed their movement on roads, deliver a particularily stirring speech, heal basic injuries or hover just high enough to hurt themselves. Knights, the rare few blessed with exceedingly powerful Furies, are deadly combatants, able to create an inferno from a mere spark, drown men in their own blood, and slaughter dozens with virtuoso feats of swordplay.
Growth: 3
Type: Settlers
Location (http://img.photobucket.com/albums/v652/blaesa/my-spot.png)
If this is still open for joining...
Name: Telqu
Race: Trin-qu
Race Description: Humanoid in appearance, there are some physical differences in coloring, and in the act they have extra fingers and toes, claws, and sharp teeth. They are fairly aggressive, and usually settle arguments by physical duels. They have a slightly complicated family grouping system, and due to being meat eaters, are mainly hunters and raisers of animals with their vegetable plots being small and more seasonings and spices. Their magic is bloodline linked in that each bloodline carries a specific talent and when mating, children have one of several possibilities: Talent A, Talent B, New Talent A+B (only if Talent A and B are closely related, like ice and water), a whole new talent (rare), or no talent. Those born with no talent are highly sought after to be part of a union – trin-qu mate in groups of three or four, called unions, similar to marriage in that they are supposedly for life. Family groups are made of two or three unions plus single members and children. They are also fascinated by other races, though wary. (more in depth wiki article or factbook in the future)
National Description: At the moment, their way of choosing is a ruler is a mix of election and strongest warrior. A tournament will be held every decade among those family groups wishing to be the head of the nation, and the strongest warrior of each of those families will fight until they are down to a handful or less (six). From those, the rest of the trin-qu choose one family group. In the future, this is likely to be the way they choose leaders for most things. They have twelve gods – three "main" gods and then nine minor gods that are said to be the children of the main gods.
Combat: 9
Magic: 7
Growth: 4
Type: Settlement
Location (http://i32.tinypic.com/20qywm1.jpg)
Kronstadtia
29-04-2008, 01:32
Name: House of Vazara
Race: Valarians - Mixed elven/Nümenorean human ancestry.
Race Description: Pretty tall to be ordinary humans, yet not as slim as a stereotype elf. Live a couple hundreds of years, if lucky.
National Description: When the once-mighty island kingdom of Valaria fell into the chaos of civil war, with several people claiming to have the right for the crown, the rich and powerful clan of Vazara was one of the leading noble houses of the kingdom.
After two centuries of fierce warfare it however found itself surrounded by enemies, betrayed by the majority of its allies and with less and less warriors alive to keep on fighting. Finally the noble clan was forced to leave the island, with the remaining supporters - mainly families of their soldiers - still loyal to them. They sailed far, yet still well aware of the long reach of the hatred of their enemies decided to move away from the shores.
House of Vazara consists the family itself - old Duke of Vazar who still sees himself as the one and only High King of Valaria, his three sons, four daughters and several grandchildren - who are the leaders. Besides them are the soldiers and peasants who had sworn by their souls to follow their masters no matter what lay ahead. The whole group has but some 1000, of which more than half are able bodied for war.
This is because both men and women serve equally, and because when too old to fight for themselves Valarians tend to commit ritual suicide.
Valarians have always been tough fighters, and two hundreds years of constant war and hatred has made them all - and no one more than the exiled Vazara clan - grim and fierce.
They do have skilled war magicians, if only a handful. They're all rather young however, as all of the great archmages on Vazaran service were either killed in battle, murdered of switched sides. Their spells are quite advanced and strong - Valarians are an ancient race - but each magician knows only a couple of them for none of them never had the option to study properly. War doesn't give time for such. Gladly the most valuable pieces of the the House's library were taken along, for they include several unique books about magic, written thousands of years ago.
Combat: 9
Magic: 8
Growth: 3
Type: Military Encampment, on the move from North-West corner towards the foothills North of Ecclesia.
Below is a picture of a regular Vazaran warrior.
http://img208.imageshack.us/img208/5181/elfvalenarxb5.jpg
Hyperspatial Travel
06-05-2008, 05:16
Sorry this took so long.
Otagia, Varqu, you're in.
Kronstadtia, raiders on the move don't get growth - they don't use the three basic stats. Could you clarify this - do you want to be a raider, sans growth, or a people who are going to settle somewhere?
Hyperspatial Travel
06-05-2008, 05:18
http://i25.tinypic.com/9h2lw4.png
The map has been updated. Kronstadtia, I'll add you once you clarify your people's status.
Weccanfeld
06-05-2008, 17:14
Name: Jauh Village
Race: Lizardmen
Race Description: What it says on the tin. The Tribesmen are lanky folk with long claws and talons and a slight stoop. The Missionaries are Shorter, Fatter versions of these.
National Description: 'They say the capital of the Lizardfolk is the city of Heisodstole. Thousands of miles away, the tribe of Jauh has just found yet another village, as part as its natural nomadic cycle through the swampy mangroves that it inhabits. Except, this new village has a most peculiar building, one that has never been in the village before now. It is the Offical Heisodstolian Mission building. For there is a belief among the peoples of the Lizard City that they have a manifest destiny to unite all lizardfolk under one flag. No matter how long it takes.
The mastermind of this operation aims to turn this small village into a viable option for a major base in the region - by the lengthy process of first integrating then assimilating the tribesmen. Using the powers of persuasion, and sometimes even coercion, the village is gradually being morphed from just another tiny tribe into a token Heifodstolian border town. It will take years. But confident in his guaranteed governship of the town, the head missionary marches on.'
Combat:5
Magic:5
Growth:10
Type: Settlement
Pop me somewhere Swampy, and hot as well, though the first only shall do.
Mu Cephei
07-05-2008, 00:09
Sorry I have been gone for so long. My computer broke awhile ago and when I got back I couldn't find the thread so I thought it was dead. However it seems to still be alive. Has the IC thread been put up yet? If so can I get a link? Thanks.