Fantasy/medieval RP official sign up thread (open to all).
The Romulan Republic
16-03-2009, 15:21
So, here is the long-awaited sign up thread (my apologies for the delay). The link to the original thread is: http://forums.jolt.co.uk/showthread.php?t=586699. Expect an IC thread within the next twenty four hours.
The premise is as follows:
The lands of men and more magical things had always been at war, for many have lived who have sought power at the cost of their fellows. In the Year 531, a powerful dark wizard arose who sought control over the entire world. At first he succeeded, building his power in secret while playing one kingdom against another, manipulate the old racial and religious hatreds of the land. By the time an alliance, known as the Great Crusade, was mustered against him, he was nearly unstoppable.
The war raged for eight long years. Finally, the Crusader's forces broke through the wizard's lines. For weeks they fought a bitter battle on the snow-swept winter plains of the north. A hundred thousand men slain, their bodies piled five deep in places. At last, by launching a diversionary attack on the wizard's main port of Tirel, they managed to fight their way close enough to his fortress in the foot hills of the great range that their mages could attack the inner wards, and a handful of warriors were able to teleport inside it.
The results of their quest are unknown, for the fortress collapsed around them in a blaze of magic and none were seen again. But the dark wizard vanished with them, and his captains, lacking their overlord's direction, turned on each other and divided his empire in a bid for power.
Unfortunately, the cost of victory was high. The Crusade had drained the coffers of many realms, and the war had burned farms, sunk ships, and raided merchant's caravans across the land. Famine swept the kingdoms, and plague, until the cost of the battles was far outstripped by the cost of these woes. In some lands the people rebelled, casting out their kings. Other realms turned on their former allies, reawakening old emnities now that a common foe was lacking to unite them. Some realms, conquored by the dark mage's forces, were now left utterly without leadership, broken into ruined city states and brigand-filled wild lands, to be traded between the pillagers of various war lords.
In this time, many wander the land, each seeking different things. Some seek a lost loved one. Others seek revenge for some injustice. Some seek their fortune. And others seek no more than a place of refuge. And some, undaunted by the devastation around them, take up the sword, the staff, or the pen and pursue a higher calling.
The World: The men of this time know but one vast continent, stretching from east to west and north to south across the face of the World. From north to south it spans some 1000 miles, and from east to west roughly twice that. The northern half is split down the centre by a great mountain range, from which run three mighty rivers, one southeast, one southwest, and one due south to the sea. At the mouth of each lies a mighty city, each one the capital of a once-mighty kingdom that bears its name; these three cities are called Arand, Gall, and Tirel. To the west of the mountains are tall dark forests, to the east, vast and windswept plains where the final battle was fought. The southern half of the continent consists of rolling hills and scattered forests, with lush fields that once fed many lands. Chains of islands and low coastal hills shelter these lands from the fierce storms that roll in off the southern sea. The coastal lands are mostly wet and fertile, but the inland is largely barren semi-dessert. The far northern coast is frigid and empty, the northernmost sea perpetually locked in ice. A vast network of caverns runs beneath the continent, most of it unexplored.
(I would like to thank Whiskeasy for this map. Please let me know if the link doesn't work for some reason).http://forums.jolt.co.uk/attachment.php?attachmentid=61002&d=1237226132 Also, note that their are a couple of locations that, while not significant at present, do not appear on this map. The first is the fortress of the dark wizard that fell in the climactic battle of the war, the ruins of which may be found on the eastern foothills of the mountains, just south of the Tirel River. The second is a vast series of caverns, spanning the continent, that lie beneath the surface.
Rules:
You may control a kingdom of up to 50,000 people, a smaller party, or a single character. Its your call.
No time travel.
No immortals.
No superbeings. Any faction should be beatable by a non-magic-using faction of equal size constructed within the tech guidelines stated below, and any hero character should be beatable by no more than twenty ordinary men in a fight.
Technology should not be above late medieval levels. Thus, large stone castles, plate armor, galleons, and primitive firearms are acceptable, but muskets or rifles and ironclad steamships are not.
Please fill out the following if you want to join:
For a single character:
Name:
Species:
Gender:
Age:
Physical description:
Brief bio(optional):
Skills:
Possessions: (ie weapons, armor, magic items, etc).
For a larger faction:
Name:
Species:
Population:
Region:
Major exports/imports (optional):
Religion:
Brief history:
Brief description of armed forces (the following is an example):
"The elves are masters of camoflauge, using hit and run tactics in woodlands or hills to weaken stronger foes. They have also mastered many magical arts, and use these to heal their forces, spy and communicate over great distances, strengthen their armor, weapons, and tall stone walls, and to level entire companies and buildings with powerful energy blasts. In battle they mostly wear light armor, relying on speed, agility, and skill to survive. Due to lack of numbers, they normally patrol their forests in bands of less than a dozen consisting of one or two mages and a group of swordsmen and bowmen, only rarely massing in to larger armies."
Also, provide the information for any prominent characters within your faction.
Note: none of this is hard and fast. If you think you have a great idea that breaks one or more of these, telegram me and I'll see if we can work something out.
Also, if you don't have time to fill all this out, but wish to go ahead and join, feel free to do so, and fill the rest out at your conveiniance. Or work the information into your IC posts if you prefer. Just keep the above guidelines in mind.
Toopoxia
16-03-2009, 15:59
Name: Avestia
Species: Scapula Buteoninae
Population: 10,000
Major exports/imports:
Ex: Marble, Stone, Fine Crafts
Im: Beer, Iron
Religion:
Brief history: Whether by some dark force or peculiar natural selection these bizarre creatures have emerged. Winged like the eagle and shouldered like the man.
During the great war against the sorcerer the Avestia declared themselves neutral and responded to all cries for assistance with silence. When asked why, the Avestia Majoris responded "We did our part by not allying with the Dark Lord!"
Their lack of actual activity during the war and their own national pride makes them generally loathed amongst all races, to which they respond in kind by viewing "hind walkers" as low beings.
Brief description of armed forces: The Avestia Armed forces are small and lightly equipped. They do not rely on outright combat with their foes and their forces are best supplemented with a race focused on regimental combat. A focus for the Armed Forces is in the field of scouting, where an Avestian scout can locate an enemy army and warn its allies with great speed and relative safety.
If pushed into warfare the Avestia can call upon a small army of Skirmishers to discourage an enemy army but otherwise must suffer the wrath of an insolent horde. If real issues arise reliance can always be placed with legendary warrior Avestia Balthazar who constantly scouts the forests and plains, searching for intruders and poachers.
The Romulan Republic
16-03-2009, 16:42
Name: Avestia
Species: Scapula Buteoninae
Population: 10,000
Major exports/imports:
Ex: Marble, Stone, Fine Crafts
Im: Beer, Iron
Religion:
Brief history: Whether by some dark force or peculiar natural selection these bizarre creatures have emerged. Winged like the eagle and shouldered like the man.
During the great war against the sorcerer the Avestia declared themselves neutral and responded to all cries for assistance with silence when asked why the Avestia Majoris responded "We did our part by not allying with the Dark Lord!"
Their lack of actual activity during the war and their own national pride makes them generally loathed amongst all races to which they respond in kind. Viewing "hind walkers" as low beings.
Brief description of armed forces: The Avestia Armed forces are small and lightly packed, they do not rely on outright combat with their foes and their forces are best supplemented with a race focused on regimental combat. A focus for the Armed Forces is in the field of scouting where an Avestian scout can locate an enemy army and warn its allies with great speed and relative safety.
If pushed into warfare the Avestia can call upon a small army of Skirmishers to discourage an enemy horde, but otherwise must suffer the wrath of an insolent horde.
If real issues arise reliance can always be placed with legendary warrior Avestia Balthazar who constantly scouts the forests and plains, searching for intruders and poachers.
Approved.
I'll have mine up shortly, and the IC thread will go up tonight.
Oblivion2
16-03-2009, 20:06
Company Name: Laurent's Linebreakers
Leader: Sir Aldus Laurent (http://waterwindfiremedia.com/StormKnight.14203127_std.jpg)
Strength: 30 Soldiers
Specialty: Commando Strikes
Species: Elves and Men
Home Base: None as of yet
Area of Origin: Western Plains
Armor:
http://www.narniaweb.com/gall/3376.jpg
That Minus the face mask and helmet.
Extras: Every Member of the Linebreakers is skilled in some form of magic, and the usage of crossbows, as well as Melee weapons of their choice.
Bio:
Laurent's Linebreakers are the Remnants of an elite fighting order from a kingdom destroyed in the great war. Sir Aldus Laurent was the king of Oblivion's adopted son, and when his adoptive father's kingdom fell, Aldus took with him 10 of his fathers greatest knights on a quest to earn funds to re-build his father's kingdom. Since then he has run into other knights who were part of the Kingdom of Oblivion before the great war, or are just looking for there own fame and glory. They currently act as a mercenary company for the highest bidder.
As previously discussed, I will play the part of the defeated Dark Wizard.
Name: Uri Mortem de Aversia (though often refered to as The Dark Lord)
Species: Human (Wizard)
Gender: Male
Age: 57
Physical description: Roughly six feet tall with a chest length beard. Hair and beard are grayish with tinges of black. Eyes are deep silver and face is wrinkled. Suprisingly muscle, fit, and agile for a man of his age. Long billowing black robes and cloak with a hood that often covers his head. A black sash tied around his waste and black sandals are strapped onto his feet.
Brief bio(optional): [Will reveal itself in time]
Skills: Teleportation, Ability to transfigure his own face, Mind reading (with direct eye contact), Magic control [with reason] over Lightning, Smoke, Shadows, Fire, and Air
Possessions: Diamond encrusted sword, Magic Staff of Shadows.
Hierphil
16-03-2009, 20:56
Name: Friar Enki Odin, O.P.
Species: Human (Wise Friar/Mentor)
Gender: Male
Age: 72
Physical description: Flowing white robes, dark black cloak, no headwear. Flowing snow white hair and beard, both waste length. Kind crystal blue eyes and thick low hanging spectacles.
Brief bio(optional): Born as a young aristocrat in the Kingdom of Hierphile before renouncing his wealth to join the Order of the Preachers. Was ordained by the Pope, spent some time in The Tamorok Islands and The Romulan Republic before returning to the Monestary of Peace where he now resides as the sole survivor in the monestary after the war with the Dark Lord. He now acts as a widely aclaimed moral compass and wise advisor.
Skills: Some foreshadowing, Interpretation of Dreams and Spiritual encounters, overflowing deep knowledge of morals
Possessions: The Holy Bible, Book of Light Magic, Dagger.
Torturous Chamber
16-03-2009, 21:31
Name: The Dragon Nurturers
Species: Elves
Population: 2,500
Major exports/imports: Magical wood, iron, steel, mithril(look in Lord of the Rings), yew bows, magical bows, bowstrings, dragonfire viles(Magical grenades), assorted metal weapons.
Religion: Believe in no religion, honor dragons like gods.
Brief history: The Dragon Nurturers are an ancient group of elves that were founded to worship and protect dragons and other magical creatures. They have been in existence for as long as elves have been in the world. They were in the vanguard of the troops attacking the Dard Wizard's fortress in the last great battle. After the Dark Wizard departed, they also withdrew to their home on the south-west river(what's the name?) in the tall forests. Recently, bandits have attempted to raid many elven cities, rarely being succesful. The Nurturers have been forced to fight again, as the bandits have been trying to steal the Dragons. Mechan is trying to stir the rest of the elves to the fact that the Dark Wizard may be stirring again.
Brief description of armed forces: The Dragon Nurturers only fight to protect the beasts of the forest, or when the elves are threatened and need an elite force to save the race. They have only a small amount of troops, a regiment of 2,500 cavalry. All of the members of the Nurturers are in this regiment. The two leaders of the regiment are the chief of the armed forces, Colonel Roberto McDonald, and the Grand Nurturer, the great and powerful Dragon Mage Mechan. The Nurturers, like most elves, specialize in hit-and-run tactics in forests. They, however, draw energy from the world around them, which sustains them in battle. This helps in long sieges and dragging battles. The division of the troops in the Dragon Nurturers is as follows:
400 Light Scout Cavalry(no armor), armed with spears, swords, and bows.
1000 Medium Cavalry(light armor), armed with spears, swords, and bows.
200 Skirmish Horse Archers(no armor), armed with crossbows and swords.
500 Unicorn Cataphracts(heavy armor), armed with large spears, broadswords, and crossbows.
200 Horse Archers(no armor), armed with bows and javelins.
200 Dragon Riders(light armor on riders and dragons), armed with bows, swords, and spears. 10 are Dragon Mages, which have reasonably powerful magical skills. They are each in command of 19 other normal riders.
Mechan, powerful Dragon Mage, armed with sword and powerful magic, mounted on the golden dragon Echigus.
Colonel McDonald, mounted on Unicorn, equipped like a Medium Cavalryman.
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Name:The Grand Nurturer and Dragon Mage Mechan
Species: Elf (Dragon Nurturer)
Gender: Male
Age: At time of RP, 540(Born at the beginning of the world)
Physical description: Old man with flowing robes, vibrant gold eyes,
Brief bio: Very mysterious, may unfold itself in story. All that is known is that he created the Dragon Nurturers, and his golden dragon mount, Echigus, was spiritually bounded to him at birth. He has disappeared many times in history, but always comes back at times of need. It is rumored he has had many head-on encounters with the Dark Wizard, Uri Mortem de Aversia.
Skills: Powerful and ancient (Eragon-like) magic
Possessions: Sword, Salgk, that has a golden-tinted diamond encrusted in the hilt. The Great Staff of Power, taken from the dead body of the first dark wizard that preceded Uri Mortem de Aversia. Many magical items that will reveal themselves in the RP, including dragonfire viles.
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Name: Echigus
Species: Dragon
Gender: Male
Age: 531
Physical description: A huge, magnificent dragon, golden scales, eyes, and talons. White fangs. Two black horns come out of his head.
Brief bio: Same as Mechan's
Skills: Extremely good flying experience, powerful and sustained fire breathing, great stamina, barely controllable magic.
Possessions: None
Comorostan
16-03-2009, 22:00
Name: The Legion of the Fallen
Species: Human
The Legion of the Fallen is a band of marauders, who are carving out their own private kingdom in the chaotic aftermath of the war against the Dark Lord. They are led by Nirek, an almost psychotic man who is never seen without a mask, which is the face of one of the demons of legend. He has incredibly fast reflexes and delivers death with a set of six daggers, which can be thrown or wielded by hand. His army is made up of an elite corps of unicorn riders. The bulk are peasant conscripts. They operate in medium sized groups, looting, killing, and burning any village or town they find. Nerik rules his kingdom from a heavily defended fortress on Mount Karnak, but can often be found leading his marauders from the front lines. His subordinate commanders are awarded fiefs within the kingdom, their size is based on the amount of loot they acquire and the conscripts they enslave into their forces.
Leader: Nirek
Subordinates: Cyrus (male human)
Kiolae (female human)
Simuir (male human)
Zaras (male human)
Special Note-Both Kiolae and Zaras are small mages, able to cast magic (green flame, basically energy blasts). Cyrus wields two swords, Kiolae wields her magic and a spiked whip, Simuir wields a battle-axe, and Zaras his magic alone.
Weapons:
Infantry
Swords
Pikes
Crossbows
Artillery
Cannons (very few, very primitive)
Trebuchets
Ballistas
Cavalry
Swords
Lances
Repeating Crossbows
Animals
Unicorns (cavalry mounts)
Nexu (war beasts) [from Star Wars]
Dewbacks (heavy beasts of burden) [also from Star Wars]
Tauntaun (light beasts of burden) [ALSO from Star Wars]
Note-Some dewbacks are used as war beasts by mounting a small platform, armed with two ballistas and four men, on its back
Name: Celur Belithrar
Species: Elf
Gender: Male
Age: 250
Physical description: Tall, Black hair, slim build
Brief bio(optional): Before the Crusade to stop the Dark Lord, Celur led his force of elven Rangers, patrolling their ancestral homeland in the Eastern Forest and protecting it from harm.
Skills: Skilled Archer, respectably powerful mage
Possessions: (ie weapons, armor, magic items, etc). Enchanted elven bow, Mithril hauberk, dagger, staff
Name:Belithrar's Rangers
Species: Elves
Population: 200
Religion: None
Brief history: Founded by Celur Belithrar, to protect their homeland, the Rangers fought hard to drive back the Dark Lord, and suffered for it, losing almost half of their forces to his evil magic in the final battle.
Brief description of armed forces: Clothed in forest green cloaks with hoods and armed with daggers and bows, the Rangers are best at hit and run attacks, and it is not uncommon for them to work in groups of two or three, firing off several arrows and fleeing. The few remaining Ranger mages typically do not engage the enemy directly, instead protecting his fellow Rangers and taking shots of opportunity. They typically do not wear much armor, only a steel or iron hauberk, preferring speed and stealth to open combat. Their mounts are large saber tooth cats (yes, I'm stealing the Night Elves Saber Cats)
The Romulan Republic
16-03-2009, 23:56
First, these are all very good and aproved. I think we have enough people to start now, so as soon as I have completed my character/faction, I will post the IC thread. Should be later tonight. However, this RP remains open to anyone who wishes to join late.
spent some time in The Tamorok Islands and The Romulan Republic
Cool, but just to clarify, I probably won't be using that name for my faction/character in this RP. Probably.;)
Lastly, we now have a map, thanks to Whiskeasy. Check the OOC thread. Oh and for whoever asked, the Rivers may as well bear the same name as the cities at their mouths. Its simpler that way.:) Though they may also be reffered to simply as the East, West, and Southern Rivers.
The Romulan Republic
17-03-2009, 00:30
Note, as far as locations of your various kingdoms are concerned, please state the general area. The regions are the Great Range, the Northern Tundra (east and west), the Western Forest, the Southern Coast Lands (east and west), the Great Plains, and the Caverns (northwest, southwest, northeast, southeast). No more detailed information is required (boarders will shift during wars and all;)), but it would be nice to have at least a rough idea of who's territory we're near.
I sincerely apologise for any inconvieniance caused by my failing to put this in the OP.
Comorostan
17-03-2009, 00:35
The Fallen Legion's kingdom is located in the Western Plains, anchored by the mountains to the west (the left), and extends about halfway out towards the coast. Mount Karnak is in the central area of the mountains. The Legion's control over the area is enforced through tax collectors, the occasional marauding band, and fear, so it is sometimes hard to tell where their kingdom's border is. This also makes it easy to enter and exit. The Legion is slowly expanding towards the coast, and Nirek has dreams of ruling over all of the Western Plains. He has been careful to steer clear of Tirel, because he is not ready to face a major city.
Veneficus Regnum
17-03-2009, 01:21
Name: Jamben
Species: Kitsune/Fox Hengeyokai
Gender: Male
Age: 14-16
Physical Description: An innate ability of a Fox Hengeyokai is their ability to shape shift from an early age, although only between three different ‘forms’; an animal form, a half-animal/Anthro form, and a human form. As a fox he’s the standard size, three feet from nose to tail with dark amber fur and bright blue eyes. The half animal form has the same color pattern, but appears to be a human covered in fur with a fox’s head and other animalistic features (clawed feet and hands, reversed knees, a tail, etc.). Finally his human form is almost indistinguishable from an actual human with dark amber hair and bright blue eyes.
Skills: Jamben has a wide array of tricks up his sleeve such as any rogue should. These include the ability to find and disarm traps, pick pockets, sleight of hand, climb/jump, use ropes, escape bonds, how to hide and move silently, and a keen sense of smell, sight, and touch (not to mention night vision). In addition to these thief capabilities, Jamben has also learned how to be quite negotiable, not only to talk his way out of problems but also to barter a higher price for his stolen goods. He also has some combat skill, and knows how to use the short sword, long sword, double staff, and doublesword proficiently.
Possessions: Jamben has two changes of clothes as well as a small supply of flash powder and blinding powder, as well as a variety of thief tools such as a lock pick. His most prized possessions though, is a form fitting cloak containing many pockets (some even hidden) to hold his stolen goods as well as function as a light armor, and a finely crafted double sword that can usually be seen on his back.
[Here we go, I take it a steam punk nation with no magic is out of the question, so I decided to go with the single character. x3]
Hierphil
17-03-2009, 01:36
For the record, the Monestary of Peace is located at the peak of the (unnamed?) mountain found in the middle of the map. Its slightly hard to reach, but the view and accomedations are worth it. Friar Odin remains the only person who occupies the monestary.
Haha, ok, well noted but I thought i'd throw it in there (about the Romulan Republic) but I'll put in a different name in the IC thread.
The Romulan Republic
17-03-2009, 02:29
For the record, the Monestary of Peace is located at the peak of the (unnamed?) mountain found in the middle of the map. Its slightly hard to reach, but the view and accomedations are worth it. Friar Odin remains the only person who occupies the monestary.
Haha, ok, well noted but I thought i'd throw it in there (about the Romulan Republic) but I'll put in a different name in the IC thread.
You needn't bother. It doesn't really matter much one way or the other.
The Romulan Republic
17-03-2009, 02:30
Name: Jamben
Species: Kitsune/Fox Hengeyokai
Gender: Male
Age: 14-16
Physical Description: An innate ability of a Fox Hengeyokai is their ability to shape shift from an early age, although only between three different ‘forms’; an animal form, a half-animal/Anthro form, and a human form. As a fox he’s the standard size, three feet from nose to tail with dark amber fur and bright blue eyes. The half animal form has the same color pattern, but appears to be a human covered in fur with a fox’s head and other animalistic features (clawed feet and hands, reversed knees, a tail, etc.). Finally his human form is almost indistinguishable from an actual human with dark amber hair and bright blue eyes.
Skills: Jamben has a wide array of tricks up his sleeve such as any rogue should. These include the ability to find and disarm traps, pick pockets, sleight of hand, climb/jump, use ropes, escape bonds, how to hide and move silently, and a keen sense of smell, sight, and touch (not to mention night vision). In addition to these thief capabilities, Jamben has also learned how to be quite negotiable, not only to talk his way out of problems but also to barter a higher price for his stolen goods. He also has some combat skill, and knows how to use the short sword, long sword, double staff, and doublesword proficiently.
Possessions: Jamben has two changes of clothes as well as a small supply of flash powder and blinding powder. His most prized possessions though, is a form fitting cloak containing many pockets (some even hidden) to hold his stolen goods, and a finely crafted double sword that can usually be seen on his back.
[Here we go, I take it a steam punk nation with no magic is out of the question, so I decided to go with the single character. x3]
Approved.
And, added map to OP.
Soviet Steam
17-03-2009, 03:40
Guess I'll give it a try. I hope the fact the character came from the future through a time machine and is now lost in time and in the realms isn't a problem.
Name: Andrej Dostoyevsky
Species: Human
Gender: Male
Age: 29
Physical description: Andrej is 1.65 meters (5'5'') tall, has 82 kg (181 lbs) of weight, blonde hair, dark brown eyes, slightly tanned skin and an average, slightly overweight physical build.
Bio: Andrej is the second son the head of a Soviet Steam airship design bureau, the Dostoyevsky Bureau, and inherited much of the knack of his father for mechanics, although he has always been more focused on the future than on practicality, and always tried to challenge conventions, sometimes leading to failures like a propulsion based on air jets, either for being unpractical or too ahead of their time. Graduated in the Polytechnic Institute of the University of Blanquigradd as a Mechanical Engineer, he nonetheless continued his studies, delving into a greater urge to transcend limits of known science rather than of building practical projects from what was already known. Eventually, his struggle would bear as fruits the first Theory of Relativity of the known world, and the first scientific theory about the multiverse. Two years ago however, he found a true purpose in his life, as he met an older woman named Yelena Praskovya, and immediately fell in love to her. Their relationship however, although reciprocal, was brief due to her constant travels, and to her death two years later due to "magic". His research into temporal physics would soon bring him to a nearly utopian goal: the hope that past could be changed. And thus, despite the satires, the jokes and the skepticism, he would eventually achieve his goal, and build a practical time machine. It was a partial success, for after using it, he was never seen again, and thus presumed dead.
A failure in the temporal control mechanism led the machine to float through time, space and realms, until at last, its severely damaged self would end in a new world... a world ridden with the same magic which killed his love: a world ridden with the enemy of the Proletariat, with the enemy of science... the fate of his one-way trip.
Skills: Andrej was one of the pioneers of relativity, temporal studies and multiversal theories in Soviet Steam, and is by extension a man gifted with an intelligence high above average and a good experience at analyzing and discovering new concepts, known for his excellent memory and capacity to concentrate on his challenging tasks. As a man of science, he never was particularly interested in letting warfare meddle in his Ivory Tower, and never bothered to train into the savage skills of the world. Having to build his ambitious invention by himself, he also is a competent mechanic and gadgeteer, while having to convince the Communist Party to give funds to his project served to give him decent diplomatic skills.
Possessions: Grease-stained white coat, black shoes, brown pants, white shirt, pocket watch, monocle, magnifying glass, notepad, pen, flashlight with two half-spent batteries, compass and set square, screwdriver, wrench, adhesive tape, Swiss army knife and a handful of spare screws.
Veneficus Regnum
17-03-2009, 04:20
Approved.
And, added map to OP.
I added thief tools (lock pick, devices needed to disarm traps, etc) to the application as well as stating that his cloak functions as a light armor, since I forgot to state as such. Just wanted to warn ya.
The Beatus
17-03-2009, 04:59
For a larger faction:
Name:
Species: Murk Dwellers
Population: 45,000
Region: Northern Tundra
Major exports/imports (optional): Exports: Jewelry, precious stones, armor, swords, minerals; Imports: Timber, grains, silk, limestone
Religion:
Brief history:
Well, the Murk Dwellers are a mainly subterranean race.
Brief description of armed forces (the following is an example):
WIP
Character descriptions to come.
Name:
Species: Werewolves
Population: 10,000
Region: Eastern Forest
Major exports/imports (optional): Ex- Wood, charcoal, stone Imp- Iron
Religion: None
Brief history: With the ability to transform into wolves (look like Wargs from Lord of the Rings, though) at will, the werewolves always stayed in the woods, for civilization labeled them as "nightmares". When the Dark Wizard rose, the werewolves contemplated joining him in destroying those who oppressed them. But, the Dark Wizards forces destroyed their citidal in the forest, the werewolves forced to join the alliance. After the defeat of the Dark Wizard, the werewolves reside in the ruins of their citidal, still outcasts of civilization.
Brief description of armed forces (the following is an example): The werewolves fight either for vengance, or if they feel threatened. The ability to transform into wolves gives them an advantage, even though in wolf form they lack steel armor and weapons. In wolf form, they mainly engage calvary units and unsupported infantrymen. In human form, they fight mainly with pikes and crossbows, though lately, the arquebus (15th century firearm), is begining to catch on.
Forces:
1,500 Pikemen
1,000 Crossbowmen
750 Arquebusiers
750 Swordsmen
Total- 4000 soldiers
Notable Persons:
Pyotr- Cheiftan
Endar- War Cheif
Ivan- Cheif Captain
The Romulan Republic
17-03-2009, 16:38
Guess I'll give it a try. I hope the fact the character came from the future through a time machine and is now lost in time and in the realms isn't a problem.
Name: Andrej Dostoyevsky
Species: Human
Gender: Male
Age: 29
Physical description: Andrej is 1.65 meters (5'5'') tall, has 82 kg (181 lbs) of weight, blonde hair, dark brown eyes, slightly tanned skin and an average, slightly overweight physical build.
Bio: Andrej is the second son the head of a Soviet Steam airship design bureau, the Dostoyevsky Bureau, and inherited much of the knack of his father for mechanics, although he has always been more focused on the future than on practicality, and always tried to challenge conventions, sometimes leading to failures like a propulsion based on air jets, either for being unpractical or too ahead of their time. Graduated in the Polytechnic Institute of the University of Blanquigradd as a Mechanical Engineer, he nonetheless continued his studies, delving into a greater urge to transcend limits of known science rather than of building practical projects from what was already known. Eventually, his struggle would bear as fruits the first Theory of Relativity of the known world, and the first scientific theory about the multiverse. Two years ago however, he found a true purpose in his life, as he met an older woman named Yelena Praskovya, and immediately fell in love to her. Their relationship however, although reciprocal, was brief due to her constant travels, and to her death two years later due to "magic". His research into temporal physics would soon bring him to a nearly utopian goal: the hope that past could be changed. And thus, despite the satires, the jokes and the skepticism, he would eventually achieve his goal, and build a practical time machine. It was a partial success, for after using it, he was never seen again, and thus presumed dead.
A failure in the temporal control mechanism led the machine to float through time, space and realms, until at last, its severely damaged self would end in a new world... a world ridden with the same magic which killed his love: a world ridden with the enemy of the Proletariat, with the enemy of science... the fate of his one-way trip.
Skills: Andrej was one of the pioneers of relativity, temporal studies and multiversal theories in Soviet Steam, and is by extension a man gifted with an intelligence high above average and a good experience at analyzing and discovering new concepts, known for his excellent memory and capacity to concentrate on his challenging tasks. As a man of science, he never was particularly interested in letting warfare meddle in his Ivory Tower, and never bothered to train into the savage skills of the world. Having to build his ambitious invention by himself, he also is a competent mechanic and gadgeteer, while having to convince the Communist Party to give funds to his project served to give him decent diplomatic skills.
Possessions: Grease-stained white coat, black shoes, brown pants, white shirt, pocket watch, monocle, magnifying glass, notepad, pen, flashlight with two half-spent batteries, compass and set square, screwdriver, wrench, adhesive tape, Swiss army knife and a handful of spare screws.
Approved like the others, with a catch: your character cannot have access to time travel in the RP. I'll accept it for backstory, but obviously alterations of the timeline can't really work in an RP, and time travle is so inherently confusing anyway. So essentially, he's just going to be an ordinary but smart guy with some weired tools and an odd story. Sorry.
Actually this gave me an idea. I'll be telegraming you about it.:)
The Romulan Republic
17-03-2009, 17:57
I'm still working on my character/faction, but rather than keep everyone waiting, I went ahead with the IC thread.
Comorostan
17-03-2009, 21:35
what's the link?
The Romulan Republic
18-03-2009, 01:52
what's the link?
Damn it. Will post at once.
http://forums.jolt.co.uk/showthread.php?t=587022
Comorostan
18-03-2009, 01:55
I found the thread, as you can see by looking at it. But thanks anyway
The Romulan Republic
18-03-2009, 02:18
Name:Tailon Valor.
Race: Human.
Gender: Male.
Age: 24.
Description: Tall and muscular, with a somewhat youthful appearence. His face, however, is hard for one so young, made so by the horrors of the war. His eyes and hair are dark brown, his hair and beard unkempt.
Skills: Talented and well trained with a blade, but unexperienced in battle. A good archer and tracker, having learned as a boy at his father's insistence. Can read, write, and ride proficiently. Unknown to him, he has a latent talent for elemental magic.
Possessions: a small blue orb (a gemstone the purpose of which Tailon doesn't know, but which is actually used to focus magical ability), a sword, and a knife.
Bio: The son of a soldier a day's ride to the northeast of Tirel, he had an unhappy childhood. His father, once the garrison captain of the county, was demoted for marrying a commoner. His father expected his son to follow in his footsteps, and so, while his son had no desire to be a soldeir, he journeyed to Tirel to enlist in the army. He remained in the city garrison for most of the war, until his forces were compelled to withdraw and abandon the city to the wizard's forces. His forces remained outside the city over the last summer of the war, until they recieved an order to launch an attack to retake the city. His company was the first to charge the wall, and he was one of the few survivors. However, the attack was a diversion, one which allowed the crusade to reach the wizard's walls.
After the war, his commander launched a second attempt to retake the city, and this time succeded. However, he then installed himself as king and executed the royals. Betrayed, Tailon deserted, planning to return to his home and family...
The Beatus
18-03-2009, 06:07
For a larger faction:
Name: Lands of Darkwatch
Species: Murk Dwellers
Population: 45,000
Region: Area near the headwaters of the Arand river, in the mountains, and continuing south, along the river into the green part of the map some.
Major exports/imports (optional): Exports: Jewelry, precious stones, armor, swords, minerals; Imports: Timber, grains, silk, limestone
Religion: Worship 5 main deities, God of Stone, God of Metal, God of Fire, God of Water, and God of Wood.
Brief history:
Well, the Murk Dwellers are a mainly subterranean race. They fought little in the battle against the dark wizard, preferring to hid in their caves, however, they did provide some weapons and armor to a select few of those who did fight, mainly great heroes, and nobles.
Brief description of armed forces (the following is an example):
The Murk Dwellers, have excellent nightvision, though this is also a disadvantage, as it causes great light sensitivity, and though, within a half an hour, they can adjust to daylight, they still do not see as sharply as other races in it. They are masters of blacksmithery. They forge some of the most exceptional weapons in the land. Many smiths posses limited magical knowledge, allowing them to imbue their works with magical properties, and abilities. Generally a peaceful peoples, they rarely keep a large standing army, and sometimes keep none at all. However, most every man is armed to some extend, and many possess basic knowledge of combat, as swordplay is an activity often practiced by young boys, to the pride of their fathers, and the disapproval of their mothers.
The Romulan Republic
18-03-2009, 15:42
And while I'm at it, I'll also be RPing a bad guy faction.
Name: The Kingdom of Tirel.
Population: 45,000
Exports: wheat, wool, copper, iron, gold.
Imports: wine, spices, timber, oil, slaves.
History: Established over 200 years ago when a minor city state, grown rich on trade along the rive Tirel, launched several wars of expansion against neighboring warlords, culminating in the formation of one of the three great kingdoms of men. It served as the main port of the Great Crusade after the other major ports fell, but eventually succumbed to the dark wizard's hosts as well. In the final winter of the conflict, it was the target of the diversionary attack that allowed the Crusade to reach the dark wizard's mountain fortress. After the war, it was retaken by Marshal Sorac in the name of the crown. Not long after, however, he instituted a coup. Having executed the royals, murdered non-human allies of the Crusade, and slaughtered the loyal guards, he has now claimed the title of king.
Location: Extending up to three hundred miles inland and stretching along the coast from beyond the city of Tirel halfway west to Gall at the height of its power, it now maintains a firm grip only on lands within half a day's ride of the city.
Military: During the war Tirel fielded nearly ten thousand men, divided into armies of one thousand men composed of companies of 200 each. Two armies consisted of mounted scouts and lancers, four of proffessional swordsmen and bowmen, and four of conscript spearmen. It also fielded some two dozen caravels, troop transports, cogs, and galleys that formed the second largest navy in the world. However, its current fleet is reduced to five ships, and the rest of its forces have been halved. Tactics favor the heavy use of pre-battle warding, and fighting in flexible formations of companies. Infantry advance in rank and file under cover of direct magical bombardment and enchanted projectiles, and form spear walls when on defense. Tirel's army is also a master of siege tactics. However, its numbers and logistics have suffered gravely, to the point that outside of a handful of eliet companies, its forces consist mostly of conscripts and ill-equipped troops amounting to little more than hired thugs.
Character:
Name: King Saroc the 1st.
Gender: Male.
Age: 50.
Description: Tall and imposing, with harsh features and a face marred by an old battle scar. His once brown hair is now grey, but he is still a formidable combatant. However, he no longer condesends to enter the field, preferring to send others to their deaths.
Bio: Born the son of a nobel family on the northern edge of the realm, he spent his youth leading riders against the beasts and brigands to the north. He soon developed a reputation for courage, prowess with a blade, and ruthlessness. Eventually he rose to Northern Marshal of the King's Armies. However, he became known for his brutal treatment of his men and his utter contempt for non-humans. This lead to many conflicts with other members of the Crusade over the course of the war. Upon the war's end he gained the rank of First Marshal, only to betray his King, who sought to maintain the alliances with "lesser" beings, and insisted on banning the slave trade within Tirel's borders. He turned his men against the loyalist soldiers by using his position to declare them mutineers, then executed the Royal Family. Since then he has cut ties with most of Tirel's former allies.
Skills: A fine horseman, and skilled with both a crossbow and sword. Known for his ruthless and calculating mind and his utter brutality towards those he sees as his enemies or inferiors.
Possessions: Nominally, the Kingdom of Tirel, though he maintains poor control more than half a day's ride beyond the City.
Kaelmark
20-03-2009, 06:04
Uh. So where are all of these nations located at?
Ulanpataar
22-03-2009, 16:57
Name: The Apakan
Species: Human
Population: Estimated to be in the 30 thousands, with the fighting force to be about in the 2 thousands, but has a militia to be feared.
Region: Unnatural looking frogs croak in the distance of a fishing village in the heart of the Khayan Swamp, the toad will most likely end up as dietary 'insurance' to some Apakan. The swamp leads many people to depravity when it comes to food, but the Apakan always seem to make through the strange times with the strangest foods, ranging from brackish roots and vegetables to crawdads or snake. But the area has a wealth of trees simply known as 'Axe Breakers', which are painstakingly cut down to supply the buildings of the area great protection, or to supply the militia or even army great quality spear shafts or axe handles. But with all this wealth of lumber there is a great void in the ability to gather ores, leading to the fact that most people are equipped or using bronze equipment rather than steel or iron. Foreign merchants commonly make a good deal of wealth by selling metals to these people, at a risk of being taken hostage, kidnapped, or killed.
Religion (and history): Many generations ago, in the true homeland of the Apakan, threats of war were nipping at the kingdom. The Great King Hjauk knew to focus all his power into stopping the tides of war, but unexceptionally he died, leaving the kingdom to his rightful hair, Ngyuksetesh. The people knew that he wanted to show off the kingdoms military might, despite that it ran against what almost everyone else thought.
So Ngyuksetesh's cousin, Kalrenju, who also was very popular in the public eye made a mob of people to storm the keep to kill his cousin. He was successful. But in the process of killing Ngyuksetesh the city's abbots daughter and wife were killed, creating a public outrage as well. Enraged, the abbot quickly made the decree that Kalrenju was banished and that if he was seen again in the kingdom there would be no punishment if a citizen killed him. Enraged as well, Kalrenju's cult of personality and his political house marched out of their homeland willingly to serve the only sane rightful heir. Food supply did not falter, and as they left the kingdom more and more people marched with Kalrenju.
They made it all the way to the Khayan swamp and decided to settle their due to it is a one day river journey back into the homeland's capital. Kalrenju supported the cult worship of him as his followers seemed more devoted as news of his son being birth made way. A short five years or so later the great leader died. The son, Nuntar, led a period of growth as the last vestiges of original inhabitants fled the swamp. But he died at the great old age of 57 leading the current leader, Malaj to rule the people who still worship the heir as the god king despite that they are really begging to instil their revenge upon the homeland.
Tactics, Armour, and Weaponry description: A man inconspicuously makes his way quietly through the swamp. He wears a padded leather jacket which is draped in foliage and a bronze scale mail vest only covering his chest. He is in a practice test, the men have been stalking a large spider as practice. The spider makes it's way into a clearing and a 'tsk' sound could he heard, quickly men stand showing that the spider is surrounded and throwing javelins at it. The man with the scale mail vest stands and charges towards it holding his strong wooden shield in front of him and a raised axe with his other arm. He hears the collision of fang and the strong wood and decides to strike. So he cleaves, and the weakened spider's head was quickly sundered in two. The javelin throwers and several axe men cheer to return home.
101st paratroopers
27-03-2009, 03:16
This thing still open?
Name: William Fraiser
Species: Half Elf
Gender: M
Age: 120 ( Physical around 28)
Physical description: Muscular, grey eyes, brown hair, small
Brief bio(optional):
Skills: Archer, stealth, close combat (little bit)
Possessions: (ie weapons, armor, magic items, etc). Bow, leather armor, (I'm rushed, get back to this later)
The Romulan Republic
27-03-2009, 06:03
Both approved. Glad you joined.