If @Aristo had posted, we could go ahead right now, and it's odd that he hasn't. He's been online plenty, just deemed not to post. I'll give him till tomorrow, and then update, assuming that @ForKhorne and @BlackRose have finished their negotiations over PM?
Sorry, I just- have't really been feeling it. I usually play more freeform NRPs, and I'm finding that I'm much more attached to my nations and involved when I've put a fair bit of time into shaping them; rather than cherrypicking from a trait or unit list. I thought I'd give this a go, but after some thought I can't say I'm all that vested in managing the mechanical portion - I'm after a narrative, not so much a board game.
I dunno; I think I'll try to get a post up today and see if I can get back into it. But if other things demand my attention in the future, I may pass off Chalez as an NPC.
I'd be game for collabs. I'm not sure how narrative dialogues would fit in, with every post being counted as a turn. Guess we'd have to figure out who's turn they'd be incorporated into.
I might have missed it somewhere else, but is there a period of time that turns, or a full cycle of turns, are supposed to represent?
Should have done that with Aristo in retrospect but sadly these things happen. So @Aristo, how would your people respond to my warning about the future?
Each turn is a season, just to represent the passing of time.
How could narrative dialogues not fit in? It's fairly easy to work something out over PM, and then post it in the IC thread.
I'm not suggesting they couldn't; only wondering who's 'turn' they'd be posted in, if two or more people are involved. I guess wherever the exchange occurs would make the most sense.
Here's a multi-post question for you, are you willing to accept single characters like an assassin? I don't mean a super god powered one, but one who is worth hiring and can kill high ranking people, since you did state "characters can die".
Alternatively, is there room for a Mercenary group?
I ask because I, like Aristo, prefer creating narrative and will certainly find it easier without a nation to contend with.
@RisenDead Unfortunately there's not really any easy way to fit a single character, or a mercenary group, into the RP. The way you could do it with a mercenary group is if you had one Province, and then every turn just kept moving your entire army around. That would work, and that's the closest you could probably get.
Hello there friends. I realize that I'm rather late to the party by about a turn and a half and that working me in might be inconvenient to say the last. However I'm here none the less with my gnome nation of elite fighters and hit-run tactics. Comes complete with light cavalry, fast fliers, plenty of magic, and a backup plan. What'd ya say?
Nation Name: The Republic of Andinon
Chosen Colour for Nation: Orange
People of Importance:
Darius Thunderborn: The leader of the Arch-magi, he also holds a substantial say in the government. For the most part he stays on the coastal cities, ensuring no ships ever get close. Countless fleets have been driven off course by freak storms, or found themselves suddenly sailing back the way they came. Darius takes pride in his work is adamant that the help of others isn't needed.
Alfred Granious: A general of the royal guard his say is as important as anyone's in the decisions of the nation. Though he stands even shorter than most gnomes make no mistake, he's a mini-hulk in disguise. Many think the gnomes to be a physically weak race, however its a matter of choice, not ability. Alfred wields a greatword as big as a human, and you don't know terror until you see a fellow the size of your waist chopping people in half with a weapon that looks like it belongs to an ogre. If ever the gnome Royal Guard are forced into a toe to toe fight, you can count on Alfred being at the front of things.
Fenris Thunderborn: Greatness runs in the family. Fenris dabbled in magic but found the exhilaration of the Harriers to be more to his liking. There's nothing quite like riding a giant hare through a forest and the thrill of combat makes it that much sweeter. His understanding of strategy and tactics make him a vital part of the Harriers.
Ariana Glisten: A powerful illusionist that keeps ahold of the political side of things and makes sure everything runs smoothly. She is remarkably clever and more than willing to tell a half-truth here and there to ensure she gets what she wants.
The Red Baron: His real name is Corkinot a referencep but his skills have earned him this moniker. Corki is a nationalist through and through, proudly serving his country with suicidal charges in his own hand-built Falcon. With a little help from his Arch-magi wingman of a wife the outfitted craft flies faster and hits harder than anything else in the sky. No mission is too dangerous for this daring gnome and the last thing you want to do is tell him somethings impossible. Corki serves as the overall commander for the Falcons.
Races: Gnomes
TRAITS:
National Trait: Airmen: Your nation is just as home high in the clouds as they are with their feet on the ground, your people love to fly and have mastered the art (Your nations Fast, Fighters, Bombers and Interceptors all have an advantage in combat)
Army Type: For King and Country!: Your nation has proud citizenry who yearn for the chance to serve in the military. As such you have a small, well trained, and superiority equipped army to call upon; however conscripts don’t mesh well with them. (Start army size: 200 professional units, no conscripts.)
Conscript Military Units: None
Professional Military Units:
Arch-Magi: Nearly as important as their flying force are the arch-magi. They are the second trump card of the republic. Gods among gnomes crackling bolts of lighting rend furrows through the army and enemy armies, hurricanes tear apart airships and waterships alike. Few can stand before the wrath of these mighty mages.
Harriers: Gnomes require a unique mount given their size as normal horses would be nearly impossible to control. Instead they ride a sort of giant hare. These mounts have un-matched agility and speed far outpacing anything else on the ground. The warriors wield a mix of light bows, various throwing weapons, and lances.
Storm Shadows: Gnomes for the most part lack the physical strength to fight the larger races. So for the most part the rely on magic to aid there where brawns can not. They rely on powerful air magics and illusions to turn the tide against their enemies.
Ballista: Heavy wheeled crossbows that fire bolts capable of piercing through dozens of troops in a single shot, these are most commonly mounted upon the gnomes aircraft. However on rare occasion they will be deployed on the ground for devastating ambushes, smashing enemy lines quickly with either giant bolts or stones.
Royal Guard: Though the gnomes rarely have use for such an immobile force there on occasion comes a time where illusion and tricks work no longer. When this time comes the Royal Guard steps onto the battlefield, wearing amour almost as heavy as they are and massive shields. Behind which heavy maces lay, waiting to smash anyone who gets close enough to get hit.
Navy Type: None
Navy Units: None
Flight Type: Speed is of the Essence: Some nations are driven by a desire for the greatest speed imaginable, and this is evident in their Dirigibles. Used in lightening quick strikes, this air force can be a crippling force for the enemy. (Airforce Size: 100 Fast Units)
Flight Units, Falcons: The primary strength of the Realm of Andion, these fearsome aircrafts are the main reason for their survival. Between the fearsome magis that help these ships and the years of experience the pilots have, these falcons can devastate supply lines or an entire army in seconds before vanishing back into the sky.
Military Traits: Wizardry: Centuries of delving into the schools of magic have granted your nation a deep understanding of how the winds of sorcery blow across the lands, and have adapted to channeling it. (Your Magi/War-Magi all have an advantage in combat)
Fearless: Your soldiers don’t know the meaning of fear and will charge into overwhelming odds without flinching. (Fear has no effect on your armies and they will not run till one army is wiped out unless ordered to)
Naval Traits None
Flight Traits
Dirigibles (Requires Air-Bending/Controlled Flight): Your nation has adopted the power of flight as your own and can field a formidable Airforce. (Allows your nation to have an Airforce)
Ace Pilots (Requires Airmen trait): Men with no sense of fear, who thirst for the adrenaline of pushing their craft to the very limits, these pilots are legendary (Your Dirigibles all have an advantage in combat)
Advanced Engines (Requires Steam Engine Trait): Heavily adapting the basic steam engine into something far more powerful, your Fast Dirigibles move like a blur across the sky, heralded only by an unearthly roar of engines. (Your Fast Dirigibles can move two provinces a turn)
Necromancy Traits None
Divine Magic Traits None
Elemental Magic Traits Lesser Air Magic: Your people can control the winds in minor ways, creating small barriers of air to block arrows, creating fists of solidified air, creating or diverting small breezes. (Your Magi/War-Magi all have an advantage in combat)
Greater Air Magic: (Requires Lesser Air Magic) You can hurl bolts of lightning or create/redirect gale force winds. All the fury of the storm is at your beck and call. (Your Dirigibles all have an advantage in combat when your Magi/War-Magi are present and your Magi/War-Magi all have an advantage in combat)
Air-Bending: (Requires Greater Air Magic) The ability to lift themselves other people and even entire vessels is an art that has only been mastered by a select few nations, but those that have are able to field devastating Air Forces. (Allows you to take the Dirigibles trait)
Illusion Magic Traits
Cloak of Invisibility: You are able to extend a blanket of illusion over a fair sized area and grant yourself and others the illusion of not being there. (You can enter enemy Provinces without being noticed when your Magi/War-Magi are present unless they have Homeland Security)
Spectral Army: You are capable of forming an entire army of imaginary soldiers from the stuff of your mind. Unfortunately at the slightest knick they poof out of existence. (Just before battle you can conjure 10 Professional/Conscript Units of your choice for every Unit of Magi/War-Magi present, but they cannot fight)
Flitting Shadows: (Requires 2 other Illusion Traits) From the mere glimpse of metal in sun to the reports of whole armies, your Magi can trick the scouts and spies of your enemy into spotting false numbers and movement. (You have the power to control the numbers and basic movement your enemies scouts see when your Magi/War-Magi are present)
Clear Vision: (Requires 3 other Illusion Traits: Free) Years of manipulating Illusion Magic yourself has allowed your Magi to see clean through any attempted Illusion Magic against them (You can see through any Illusion Traits when your Magi/War-Magi are present)
Technology Traits Steam Engine: You can create energy by boiling water! Amazing! (Your Mechanical Walkers/Mechanical Warriors/Ironclads all have an advantage in combat)
Racial Traits No One Lives Here, Honest!(Racial): Your people are masters of concealing entire communities with a shroud of illusion, making it difficult for others to find you. (You can control the reports of your enemies Scouts against you)
Nation History
The Republic of Andinon is an ancient gnomish civilization, that once consisted of a haggled and trapped group of gnomes that had been driven to the edge of the continent over many years by a combined force of goblins and orcs. Though the gnomes were far superior in quality, they simply couldn't match the massive number of enemies. At least they couldn't, until one their war magi leaders developed air-bending. The slow push that had occurred over centuries quickly reversed itself and the gnomes fought back and took their land, entirely leaving no survivors from the joint armies. The kingdoms that had sent the armies suddenly lost contact.
After several more battalions were lost they gave up on attempting to bully the once weaker nation. From then on any who found it were given a single warning before being destroyed by the fearsome falcons that patrolled the skies and warmages that watched the borders. The gnome group had determined long ago they neither needed nor desired interaction with the other races, they were content as they were. The kingdom was large and the gnomes few in population, so expanding wasn't the highest up on the list of priorities. However with the threat of the Great Shadow the republic has realized they can't hope to stand against it as they are. They either need more land and more soldiers, or allies.Winter is coming