Hidden 10 yrs ago Post by ASTA
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Looked like an excellent roleplay until I started seeing flaws/traits/strengths/weaknesses/ect slots in the 'Host/Species' template.
Hidden 10 yrs ago Post by Serpentine88
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ASTA said
Looked like an excellent roleplay until I started seeing flaws/traits/strengths/weaknesses/ect slots in the 'Host/Species' template.


Personally I actually agree with you (Excessive Flaws/trait systems nearly always stifle creativity), but I require a means to stop min-maxing species (otherwise I deal with problems of species that are high in value and also high in numbers). I consider it a necessary weasel to make the RP functional, however if you have a better idea I am listening for any alternatives for race statistics (Or at least a means to stop min-maxing).
Hidden 10 yrs ago Post by ASTA
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.
Hidden 10 yrs ago Post by ASTA
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Just bring the GM hammer down on people that are trying to create Sue-like species.

For me, when I'm drafting a custom species, I strive to pay close attention to the cons and pros that are inherent to the numerous attributes that I might apply to my creation. For example, I was planning on apping in with the Mason's Pride, a veteran shock force comprised entirely of thirty-two primordial, master-crafted gargoyle statues that operate as life support units for dismembered and decrepit human bodies. Armor-like stony skin, an acute resistance to magic, a short-ranged field of otherworldly energies that literally causes demonic entities and malicious spirits to undergo harm, and in possession of enough physical strength to move their six tons of living granite bulk with haste and efficiency (their dimensions I basically cribbed from Michelangelo's David because of sheer laziness) makes them out as nigh-unbeatable warriors, but if you take into account that their creator is dead and consequently took her knowledge with her to the grave, you now have a 'faction' that cannot replenish its losses whatsoever. It's a doomed collective from the start; raw attrition will kill them before the RP comes to a close. It's one of Wernher's 'Epic Downfall' moments I guess.

Plus their size makes them shitty for indoor combat. The possibilities are endless. But I like to keep things consistent and realistic to a degree.
Hidden 10 yrs ago Post by Wernher
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WIP

-Realm name: Konugardr, Guardian Kingdom, Steel Mountains.
-Flag/Banner:


NATIONAL
-Capital: Koningsberg
-Government Type: Kingdom under Prussian Constitutionalism
-Currency: Troy Ounce of precious metal (All mint accepted if pure enough)
-Population: 1.8 Million
-Realm Size: 12
-Unique Trait #1: The Grand Batteries: Rolling thunder welcomes any unwelcome strangers to the steel doors of the Mountain kingdom. The alchemical component to produce gun powder are extremely common under these mountains, this combined with the fact that artillery represent almost all engagement the Kingdom's military had to lead made this neutral power extremely knowledgeable in all things cannon.
-Unique Trait #2: (Created by me, mostly to reduce min-maxing)
-Unique Flaw #1:
-Unique Flaw #2 (Created by me, mostly to reduce min-maxing)

GEOGRAPHICAL
-World-Realm Map: Located in the mountain pass in the east, generally under it.
-Internal-Realm Map:
-Major Cities: Koningsberg
-Major Castles: Koningsberg's Bastille, the West Gate, the East Gate
-Buildings of Interest:
-Geographic Features of Interest:

RACIAL
-Majority Race: Dwarf

RELIGION & MAGIC
-State Religion: 100% Ancient/That religion you told me about Serp
-Holy Relics In Possession: The Vision
-Holy Sites Under Control: The Peak of the World, The Bottom of the World.
-Magical Schools and Curriculum: (What forms of magic are common? Note worshiped deity)

MILITARY
-Total Military Size 65,000
-Military Details (Unit Types and distribution of numbers)

NATIONAL DRAMATIS PERSONAE
-Head of State/Monarch:
-Ruling Dynasty (If applicable):
-Constable Of The Army (If applicable):
-Religious Head (If Applicable):
-Persons of interest:

HEROIC DRAMATIS PERSONAE
-Insert hero characters here

CULTURAL
-History
-List of Historical Grievances
-Relations
-Cultural Notes
Hidden 10 yrs ago Post by Serpentine88
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You make a sound point.

Right, I will re-phrase the requirements for custom species. I require players to substantially detail their creations CHARACTERISTICS (not necessarily strengths and weaknesses, just what they are), I can then determine if it is acceptable for the RP or not. I think this should remove a significant amount of the clutter on the sheets (I was a bit annoyed about that).
Edit done. Please look over modified race category on sheet.
Hidden 10 yrs ago Post by ASTA
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Serpentine88 said
You make a sound point.Right, I will re-phrase the requirements for custom species. I require players to substantially detail their creations CHARACTERISTICS (not necessarily strengths and weaknesses, just what they are), I can then determine if it is acceptable for the RP or not. I think this should remove a significant amount of the clutter on the sheets (I was a bit annoyed about that).Edit done. Please look over modified race category on sheet.


Sweg.
Hidden 10 yrs ago Post by Titanic
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Since I'm only starting as a host, do I have to fill out the NS?
Hidden 10 yrs ago Post by Balena_Rex
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WIP

-Realm name: Quaerite Regnum
-Flag/Banner:


NATIONAL
-Capital: Flammeum
-Government Type: Monarchy
-Currency: Zecchino (An Average Gold Coin)
-Population: 2.3 Million
-Realm Size: 13
-Unique Trait #1 Kings of Kings, Miners of Miners: The mining production in Quaerite Regnum is insane, from Lapis to Platinum the Quaerite Regnum have it all.
-Unique Trait #2: (Created by me, mostly to reduce min-maxing)
-Unique Flaw #1: Young and Restless: The Quaerite Regnum has recently undergone a revolution, with the new people in power the government is weak and they are not trusted.
-Unique Flaw #2 (Created by me, mostly to reduce min-maxing)

GEOGRAPHICAL
-World-Realm Map: Located at the southern most point on the map.
-Internal-Realm Map: Note Anything in that shape I made at the bottom is mine. (Blue is Flammeum, Yellow is Flammeum Wall, Orange is Quartonia Esatak, The Kulusis is in Flammeum, Jymalat is red)

-Major Cities: Flammeum
-Major Castles: Flammeum Wall, Quartonia Esatak.
-Buildings of Interest: The Kulusis (A giant statue made for the first king)
-Geographic Features of Interest: Jymalat (A mountain lying in the middle of the empire.

RACIAL
-Majority Race: Draconian

RELIGION & MAGIC
-State Religion: Desolationism
-Holy Relics In Possession: (None, it is the religion of the North, and we are in the south)
-Holy Sites Under Control: (None, it is the religion of the North, and we are in the south)
-Magical Schools and Curriculum: (None)

MILITARY
-Total Military Size 75k
-Military Details: All ground troops are in the same group. The navy is split up among exploration and war ships.

NATIONAL DRAMATIS PERSONAE
-Head of State/Monarch: Draconei Esdiablo
-Ruling Dynasty (If applicable): Esdiablo
-Constable Of The Army (If applicable): Dragocenai Esdibiablo (Son of Draconei, not heir)
-Persons of interest:
Draconei Esdiablo II (Heir)

HEROIC DRAMATIS PERSONAE
-Insert hero characters here
None

CULTURAL
-History
-List of Historical Grievances
-Relations
-Cultural Notes
Hidden 10 yrs ago Post by Goldeagle1221
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An internal map is the map of your Realm and effects. It is used so we all know what it looks like and where everything is.
Hidden 10 yrs ago Post by Balena_Rex
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Goldeagle1221 said
An internal map is the map of your Realm and effects. It is used so we all know what it looks like and where everything is.


i don't have map making skills, I don't even have a way to edit, would I just describe everything?
Hidden 10 yrs ago Post by Goldeagle1221
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I can help you out. First we need to know where exactly your nation is, so download the political map to your computer, then open it in paint(Photobucket work better), outline your area, this is an external map, zoom in, dot locations, bam, internal map.
Hidden 10 yrs ago Post by Balena_Rex
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Ah ok, ty
Hidden 10 yrs ago Post by Lone Wanderer
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Hmm, can't decide.
A warhost of Lizardmen or an order of Knights.
Hidden 10 yrs ago Post by Flagg
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Can we get a sense of the major religions?
Hidden 10 yrs ago Post by GreivousKhan
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Lone Wanderer said
Hmm, can't decide.A warhost of Lizardmen or an order of Knights.


Why not a warhost of lizardmen organized into a Holy order of Knights?
Hidden 10 yrs ago Post by Serpentine88
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Flagg said
Can we get a sense of the major religions?


@Flagg: Today I am going to be writing up the official information for the four main religions and which holy city is for which religion.

@Greivous/LoneWanderer: Lol

@People concerning maps: When adding your territory, please do so by using the paint bucket tool to 'fill in' the blocks with your colour. Not only does this make it easier for me but it allows you to keep a record on your own number of blocks. For example, @Rex: Your nation (If the black line is your border) has what appears to be around 39 blocks, not 16 (Its hard to see because of the small size and low quality)

Otherwise, @Rex/Wernher: Very good start ups for nations
Hidden 10 yrs ago Post by DELETED324324
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The Order of Ignis
Banner: The Sunburst of Ignis
-Holy City Benefactor: N/A
-Original Primary Objective: Destroy the darkness by any means necessary
-Original Secondary Objectives: Take back any homelands lost by the Darkness
-Host Size: 250,000
-Unique Trait #1: We shall know no fear: Due to training and a combination of some of the veterans cutting their eyes out or blindfolding themselves in battle, Veteran slayers are immune to being afraid of the spawns of darkness, but this does not mean they can't be routed or scared of other things.
-Unique Trait #2: Multi-Racial: All races and creeds are accepted into the orders ranks they aren't picky as not many live beyond their first battles those who do are either broken from spawns of darkness.
-Unique Flaw #1: Veteran Saving:Very few make it to veteran status as fighting the darkness often kills many, and those who do are revered so veterans fight very rarely but when brought to the battlefield normally tides are turned.
-Unique Flaw #2 Recruit Everybody: The Order of Ignis recruits everybody regardless of race,creed, or history. There are even entire Penal regiments where prisoners are offered the chance to fight instead of rotting in dungeons, this leads to a lot of infighting

PATRONAGE & GEOGRAPHIC
-Host Map:
-Founding Location: White Wall
-Patron Realms: The Caadori Empire
-Host Headquarters Location: The Chalice, a keep 20 miles outside the Captial city of the Caadori Empire
-Major Host Strongholds: The Chalice, and The Cauldron which is situated closest to the border with the darkness but still within the Caadori Empire
-Buildings of Interest: The Chalice is a simple keep, two tiers of walls a pit in front. and the keep it's self. It looks really unspectacular but due to the help of some of the dwarves within their armies their is an extensive underground tunnel complex. The Cauldron is where most of the army is and where they wait and watch for the Darkness so they can ride out to meet them. It's just a simple timber fort and camp.

RACIAL
-Majority Race: Humans
-Majority Race Appearance: They look like humans, all shapes, sizes, and colors
-Majority Race Characteristics Normal human characteristics, but the strongest trait about humans is their determination and their adaptability
-Minority Races: Any and all
-Minority Race Apearance(s): Various
-Minority Race Characteristics: Depends on Species

RELIGION & MAGIC
-Host Religion: Various, all religions are accepted
-Holy Relics In Possession:N/a
-Holy Sites Under Control: N/a
-Hosts Magical Arsenal: Some of the veterans senses are heightened by magic almost like a form of clairvoyance some can even feel dark spawn.

MILITARY
-Total Military Size: 250,000 (Everyone fights and dies)
-Military Details: There are many different regiments and formations within the order but the prominent four are as follows:








Numbers: Fighters Corp: 150,000. 100,000 frontline fighters 20,000 Calvary troops, 25,000 Archers, 2,000 Warders, 3,000 Knights of Ruin
Ranger:Corp: 50,000
The Farseers: 1,000, 800 In the order of the sun, 200 In the order of the moon
Prisoner Regiments: 49,000
LEADERSHIP DRAMATIS PERSONAE
-Host Leader: Lord Ivor of Whitewall, Nobody has seen his face and he refuses to take off his helmet until Whitewall is retaken. He only takes it off when he is completely and utterly alone.
-Host Religious Head:N/a
-Persons of Interest: General Of the Fighters Corp: Sir Lokir Darkgrin
Officer and Commander of The Knight's of ruin: Aella Sorenn of Silverwind
Warder to Farseer Marius: Roland Sorenn
Warder to Farseer Bareen: Luris Dar'Vein
Leader of the Ranger's Corp: Havarr of Tear
The Farseers Leader of the Order of the sun: Bareen Krag of Goldenholme
The Farseers Leader of the Order of the Moon: Marius Vanorick
General of the Dungeon Rot Regiments: Valrius Black

HEROIC DRAMATIS PERSONAE
-Ivor of Whitewall
-Roland Sorenn

CULTURAL
-History of the Host: The Order of Ignis was created from refugees, from orphans, and from those who had lost homes or families to the darkness these people were tired of feeling hunted, they were tired of running, and they wanted their homes back so they armed themselves and flocked under one banner, that banner was Lord Ivor's sunburst. Lord Ivor, king of whitewall now an exile and a refugee from his homeland had them trained, and had word sent to everybody who would hear them. People came more than Ivor had expected and soon they were a great host. But with no land and no home to call their own they wandered.

Eventually the ruler of the Caadori Empire saw a use for the order and allowed them lands within their great nation, which Ivor graciously accepted, but very few from the Caadori are actually allowed into their keeps. As the groups rituals, rites, and veritable melting pot of everything might be a little too much for some to handle. But they keep to themselves and only small groups of them actually visit with the Caadori people.
-Relations: Good all around the board they especially love to help nations who are losing to the darkness.
-Customs and Traditions: There are very many traditions and customs within the Order as they don't discriminate, but there are many customs made up by them to keep up morale.

Fighters Corp customs: Generally they beat their shields or their chests during battle, war crys, chants, drunken parties, all around debauchery. A favorite custom of the Fighters Corp is to smear ash on their faces and bodies.
Ranger Corps Customs: Trophy taking it's not uncommon to see rangers with hands, or other body parts around their neck or woven into their clothes, pelt wearing, they also paint each others faces with dyes and paints sometimes for fun like the occasional flower or something but other times it's for camouflage.
Farseer Customs: Nobody knows what the farseer customs are or if they even have customs.
The Dungeon Rot Regiments: Their only custom is blooding in where they cut hands and share blood.
Hidden 10 yrs ago Post by The Captain
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Just putting the preliminaries down so I can lay claim to my coast.

-Realm name: Tohr Skivlieg
-Flag/Banner: The Sun of Skadgr

NATIONAL
-Capital: Kahsreat, Seat of Ancient Kings
-Government Type: Tohr Skivlieg is nominally a feudal monarchy, but has devolved back into clannish tribalism with the absence of its hero-king.
-Currency: Barter System; Communal Resource Sharing
-Population: 1.3 Million
-Realm Size: 10
-Unique Trait #1: Gravetouched: The Tohr's obsession with death may appear bizarre to a foreigner - the collection and scrimshawing of bones, the elaborate barrows and graves, the covens of necromantic sorceresses and their Volhenge - but to them it is entirely natural. The concepts of life and death are just as natural and organic as breathing and eating to the giants of the northern coast. When the stars are right, when a Tohr stands at a confluence of the dead, such as Volhenge or the Barrows, they may just get the counsel they need, or they may get more than they bargained for.
-Unique Trait #2: (Created by me, mostly to reduce min-maxing)
-Unique Flaw #1: Winter's Bite: Seasons in the ancestral homeland of the Tohr swing back and forth on an extreme pendulum of temperature and humidity, with icy, blizzard-filled winters giving way to muddy, hot summers. Life is not easy for any Tohr, whether they be under pines, amongst craggy hills, or atop the glaciers themselves, and while the saying goes 'a hard life breeds a hard people' that can only go so far. Inclement weather and less than convenient living conditions have pressured most of the Tohr clans into seasonal migrations, from the north, in the productive summers, to the southern coast to wait out the winters with their more settled kin, and back again.
-Unique Flaw #2 (Created by me, mostly to reduce min-maxing)

GEOGRAPHICAL
-World-Realm Map: Here!
-Internal-Realm Map: And here!
-Major Cities (Yellow): Kahsreat (7south), Barivosg (8), Taverlieg (5), Skivleig (7north), Erunthril (5green)
-Major Castles (Blue): Corigeint (7), Mergund (2), Dranfrid (4)
-Buildings of Interest (Pink): The Hall of Kingship (7), The Clannish Holdings (All Over), Volhenge (8)
-Geographic Features of Interest: The Elfsprings (All Over), The Fohrspir Mountains (Northern Border), The Barrowed Moors (7, 8, 9), The Glaciers (East)

RACIAL
-Majority Race: The Tohr (Giants)
-Majority Race Appearance: The Tohr are on the smaller end of the giantkin spectrum, often reaching anywhere between ten to twelve feet in height with typical humanoid proportions that are quite comparable to humanity; they are generally neither excessively lanky nor stout, as some of the older, less sociable breeds of giant tend to be. They tend to be dense of build, and predisposed by nature towards powerful physiques, and even the most sedentary of their numbers would be more than a match for the smaller southern folk on the fields of honor or battle. They have strong features, with prominent jaws and brows that give them a more primitive, savage look.

They are pale-skinned and the vast majority are devoid of distnguishing birth marks and freckles, while those that are possessed of some natural marking are regarded as having been born under auspicious circumstances and possessed of a great destiny, should they choose to pursue it. Inkwork, often done up in rich blues in emulation of woad plant warpaint, is a particularly popular art. Knotwork and script of religious or cultural significance is quite common, and there are few settlements or travelling bands without someone adept in the practice.

Their eyes and hair, in contrast to their ivory skin, are almost always of exceptionally vivid hues, with blue and green eyes more common than brown and blond and red hair more common than the blacks and browns common to humanity, respectively.
-Majority Race Characteristics: The Tohr tend to consider themselves more similar to mankind than to their far-flung, taller cousins. Even so, they possess strength and size enough for the small races to think just the opposite. They are a terror on the battlefield, able hunters, adept craftsmen, and given to great mirth and warm hospitality. And, on the other hand, they are possessed of troublingly voracious appetites, difficulty with the magic arts, prickly senses of pride, and an oft-times problematic eagerness to fight and compete.
-Minority Races: The Fair Folk of the Springs (Elves)
-Minority Race Apearance(s):
-Minority Race Characteristics: (Things like height, species type, biology, etc. Note that due to things like sub-races and cousin species, you can modify the standard races)

RELIGION & MAGIC
-State Religion: (Either create your own local religion or take on a major religion)
-Religious Information (If creating your own local religion, information here)
-Religion Demographics:
-Holy Relics In Possession:
-Holy Sites Under Control:
-Magical Schools and Curriculum: (What forms of magic are common? Note worshiped deity)

MILITARY
-Total Military Size (See Guide For Info)
-Military Details (Unit Types and distribution of numbers)

NATIONAL DRAMATIS PERSONAE
-Head of State/Monarch: High King Skadgr Renniksin av Skivlieg, Hero of the North, Slayer of the Spined Prince, Tamer of Raxarn the Crimson
-Ruling Dynasty (If applicable): Clan Skivlieg
-Constable Of The Army (If applicable):
-Religious Head (If Applicable):
-Persons of interest:

HEROIC DRAMATIS PERSONAE
-Insert hero characters here

CULTURAL
-History
-List of Historical Grievances
-Relations
-Cultural Notes
Hidden 10 yrs ago Post by Serpentine88
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@Enalais: Very good, our first host/order sheet

@Captain & Everyone else: How the captain has done his territory is exactly what I had in mind, thank you.

Currently I realize that not many realms will want to place themselves right up against the darkness, however for the RP to start we'll need the Darkness to be completely encircled by players. I will probably NPC some or most of that region, however I hope that there will be some very large empires willing to take up parts right next to the darkness as part of their domain (I will probably do this)
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