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Hidden 6 yrs ago Post by Quetzalcoatl
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Quetzalcoatl Mildly Interesting House Plant

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page 3
Hidden 6 yrs ago Post by Roby6Com
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Roby6Com

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I'd like to ask if Dieselpunk elements are allowed, because I plan to create a City-State on 20's - 40's aesthetics, here's a few pics:





Hidden 6 yrs ago Post by Meiyuuhi
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Meiyuuhi Her Divine Grace

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I'd like to ask if Dieselpunk elements are allowed, because I plan to create a City-State on 20's - 40's aesthetics, here's a few pics:


Absolutely, though based on the time period of the RP we would be just starting to get into that. If that's okay with you, welcome aboard.
Hidden 6 yrs ago Post by Skepic
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Skepic Spookbuster

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I do love me some dieselpunk. (We ain't quite there yet, but just about!)
Hidden 6 yrs ago Post by Quetzalcoatl
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Quetzalcoatl Mildly Interesting House Plant

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Such city, much train, wow
Hidden 6 yrs ago 6 yrs ago Post by Roby6Com
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Roby6Com

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Nation Name:
Arcadia

Flag: (Optional)


Type of Government:
Official democracy, in reality a Plutocracy ( the rule of wealthy clans)

Head(s) of Government:
Head of Council Vulre Pazana

Economy: (Main imports, exports, industries, technology level, etc.)

The economic boom of Arcadia is credited to the numerous petroleum deposits on the island and in the off-shore waters. Arcadia is the main export of petroleum and petroleum based products to the entire Old World. Aside of the whole petroleum business, Arcadia also enjoys a wide variety of sources from the sea, including whale oil and fishes. Arcadia also prizes itself on exporting numerous luxury products, from the basic jewellry for the middle class and the wealthy, to the relative new concept of cars. Arcadia relies heavily on imports from other countries for building materials such as iron and needs constant food imports to sustain the big population of the city. Without the maritime trade routes, Arcadia would crumble within a year at most. The imported products are further processed into new products in the many factories of Arcadia, resulting in many nations across the Old World to establish maritime trade partners with the wealthy businessmen of Arcadia.

Some of the most renown industries of Arcadia include:
- Nemsis Industries, a conglomerate under the direct supervision of Arthurian Nemsis, a human wealthy businessman, heir to the Nemsis financial empire. His conglomerate is responsable for much of the city urban and maritime infrastructure and businesses. Holds 1/3 out of the oil deposits.

- Pazana Companies, an elven business conglomerate who supply the weealthy of the old world with luxury assets, plays a big part in the food import industry, cosmetics, has considerable control over the city's media and has a monopoly over the religious organisations and religion-based products. Holds 1/3 out of the oil deposits

- Giantbeard's, the dwarven conglomerate of companies, responsable for much of the city's technological inventions, such as the fabrication of diesel type engines and steam powered engines. They are also responsable with the building materials of the city, from stone to iron and everything else. Dwarven engineering is unrivaled in the city, with much of the luxurious utilities of a building being crafted by them. Holds 1/3 out of the oil deposits.

Along these 3 prime conglomerates, hundreds of small to medium businesses are operating around the city.

The technology level is on par with most of Old World, with some saying that Arcadia could be the most technologically up-to-date city in the entire Yllendir Empire. Recent petroleum-based products are begining to surface, the most notable example being the diesel engine replacing steadily the steam powered engine. Great ocean liners are now defining the migration of people and goods, industry booming with never before seen amounts of materials. Probably the most notable landmarks of Arcadia are the skycrapers that appeared in the last 40 years due to the large scale social engineering and abundance of materials, each more magnificent than the last.

Primary Species:
Humans are the most populous, with a sizeable population of Dwarfs and Elfs.

Population:
6.000.000

Culture:

"Into this city
All good things flow
The sweat of your brow
Is what you reap and sow."

- Inscription on every port entrance of the city.



The population is mixed, with humans, elves and dwarfs composing the main structure of the demography. Altough the general culture of the city is very standard, with men adorning similar suits in darker colours and the women generally adorning stylish business inspired dresses, each neighbourhood has it's specific cultural assets. There's a very vibrant immigrant culture in many of the neighbourhoods around Arcadia, but due to the influx of migrants in the last 20 years, the crime culture of gangsters and mafia has became a general image of Arcadia. Corruption runs from the lowest to the highest echelons of society, and nepotism dominates every institution. There's a large gap between the poor and the rich, with the middle class struggling daily to sustain itself from the depths of poverty. The general consensus is that the wealthier you are, the better. Arcadia is famous for it's glamorous life, with entire districts dedicated to leisure businesses, entertainment of all kinds, including decadent. Prostitution runs rampant, especially in the poorer districts. There's a constant need for workers due to the rapidly expanding infrastructure, Arcadia is promised as the land of opportunities, with everything depending on the money. As some famous Arcadian poet put it: "There's nothing holy about this city."

Religious and Other Beliefs:

All kinds of religions are practiced in the city due to different cultural backgrounds of it's inhabitants.

Location/Territories:



Climate:
Average temperate climate, with oceanic influences.

Military:
Arcadia doesn't have a standing military, rather, in times of war, the ruling clans of the Council call upon the inhabitants. The ruling clans each fund the city-wide Arcadia Police Department, one of the few institutions directly funded by the Council. They represent the law order in Arcadia.



Magic Prevalence/Usage and Elemental Alignment:
Magic prevalence is very low, as Arcadians shun it in favour of technology, but certain underground organisations actively practice what is called by the inhabitants "Black Magic".

History/Background Info:

Arcadia was founded more than 1000 years ago on the Arcadian Island by elven colonists from Yllendir, in search for further trade routes North. With the elven overlords came the humans and dwarven settlers, brought for labour and infrastructure engineering. Within the last 500 years, Arcadia began to witness increased boom of economoy due to commerce, whale oil and sea sources. Within the last 200 years, even certian humans and dwarven clans managed to obtain freedom from slavery, under the oath of loyalty to the Yllendir Empire. Those clans are the ancestors of Arcadia's present day non-elven business conglomerates.

However, it was not until 100 years ago that the city began to grow and expand at an unprecedent rate due to the discovery and exploitation of petroleum, primarly on the shores of the island. Such an economic blessing gave birth to the famous "Sin city" as it's known to the common folks. Without even realising, people began to witness colossal buildings rising above the ground, shops humming with golden coins, entire districts of industrial factories clad in bright red bricks, raising the smoke so far above the clouds. Ironclads were soon replaced with the amazing Ocean Liners, delivering imported goods and exporting good all over the Yllendir Empire.

A city, where the artist's work rivaled the work of the scientist, a city where you could build your might with your own muscles and sweat. A beacon of elvish pride in industry and commerce...but those stories are for children. Beneath Arcadia's lavish buildings, wealthy patrons and unrivaled opportunities lies a world as dangerous as it is decadent. Corrpution in all corners of society, unsolved murders, gangsters roaming the streets in business suitss, bribery is a currency in all institutions, the wealthy hide behind their golden penthouses while the middle class struggles to meet each day's end. Brutal economic exploitation of resources and people, everyday one another's neighbour is evicted from their home, children stealing from the elderly in bright daylight, atrocious parties full of alcohol and orgies in the luxurious halls of every clan.
Hidden 6 yrs ago 6 yrs ago Post by Slamurai
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Slamurai

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Alright, everything is filled out. May expand on what I have in the near future, but I think it's presentable.
Hidden 6 yrs ago Post by Meiyuuhi
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Meiyuuhi Her Divine Grace

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Everything looks good.
Hidden 6 yrs ago 6 yrs ago Post by Ahr Xanten
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Ahr Xanten

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Here is my nation sheet for approval.

It turned out a little long I'm sorry to say. Turns out you should check the writing requirements for a game BEFORE you get halfway through it.




Nation Name: The Confederacy of the Burnt Branch


Flag:



Type of Government: Hegemonic Tribal Confederacy

The Yutlao tribe rules with a light-touch from their capital, Aokki the largest city in the Confederacy, over the various other tribes and towns. News and proclamations travel slowly across these hostile lands and messages are regularly distorted by the staggeringly low literacy rates outside of the towns.

Head of Government: Speaker Acuru of the Yutlao Tribe

Summary:

The largest tribes of the Confederacy controls what would be considered towns by more advanced civilisation as their personal domains, with a plethora of tiny villages and hinterland farms being associated with each of the towns. The tribes then send or permanently keep a representative in the capital, Aokki, to ensure that their peoples' needs are met by the Confederacy.

The fractured natures and desires of the various representatives causes friction between the building blocks of the Confederacy, with pride and various feuds slow the processes of agreements and compromises to a glacial paces. One basic mechanism of the state though has always continued unhindered by these petty squabbles, the “Agrari” or “annual tithe” requires that each of the building blocks of the Confederacy, known as “Kroaz” provide either people as labourers on the building or maintenance of grand projects or for wars over a specified period of time, if this isn't possible or desirable then a payment of goods or food is accepted instead from the “Kroaz”.

A Kroaz is the largest scale political component the Confederacy and they consists of a single central town and an ever-shifting number of hinterlands villages that are under its protection and provide for the townsfolk. But a Kroaz isn't formed solely on the basis of territory, it is in fact much more focused on familial bloodlines and ethnic or tribal groups as Kroaz are formed by “Khoko” which are smaller political units comprised of a series of interrelated families and familial units which unite together for strength and cooperation. A khoko is usual rather limited in their scale or size and tend to stay within their kroaz. As such a kroaz is formed of between five to twelve ethnic groups which specialise in various trades or crafts.

As part of their traditions, each Khoko pays and maintains a temple to their respective gods which can be as elaborate or simple as the Khoko can afford, with the wealthiest having carved vast temple-complexes out of the swamp lands for themselves. Each and every Khoko though maintains a school-complex for their children with no standardised education system, sometimes inside the temples themselves or sometimes as separate entities. Here the next generations of the Khoko are taught: the basics of fighting, about their religions, and some of the languages of the Confederacy.

The only school not segregated by which Khoko you were born into is in the capital where any lizardfolk can attempt to join the “Yuknu”, the most prestigious school in the Confederacy. A students capable of entering is judged based on a punishing series of physical, social and mental trials. Those who manage to pass these trials enter the school become “Jothi” and are taught: law, linguistics, religion, music, art, fighting and how to be servants. Once they've survived their time in the Yuknu, the Jothi become indispensable for the Confederacy as they leave their training as strong and capable individuals who form a ruling elite which are usually sent back to their Kroaz to take high positions as rulers or state officials.

Under the careful guidance and watchful eyes of the Jothi, the Confederacy have gained a stability and sense of purpose that drives the Kroaz forwards towards large-scale projects. The two most common being the construction and maintenance of a crude road system, along with an ambitious food storage and distribution network that gathers food in times of plenty and distributes it back out during times of need. Besides these beneficial programs, the Jothi struggle to convince their representatives to help with other larger projects of state, no matter how revolutionary or innovative it may be.



Main imports: Guns, Gunpowder, Iron, Steel
Exports: Lumber/Timber, Fish, Poisons, Translators, Cloth
Industries: Large-scale farming and fishing, Cottage-industry weaving and melee weapon-making
Technology level: 15th Century Aztec Empire (Pre-Spanish arrival). Large-scale organisation of the State. “Hegemonic” (indirect) rule over other tribes and states.

Primary Species: Lizardfolk

Lizardfolk are tall humanoid creatures that look like a cross between a powerfully built human and a bipedal lizard. They have clawed hands, a long tail, and a toothy jaw and are usually between six and seven feet (1.82 to 2.13 meters) tall and they have a muscular tail which is usually between three and four feet (0.91 to 1.21 meters) long. They have green, gray or brown scales that cover most of their bodies with the exception of smaller and softer scales that cover their bellies.

They have a natural affinity for swimming and this combined with their powerful tails and their extraordinary ability to hold their breaths for long periods of time makes them quite comfortable on land, in rivers or in lakes. They are biologically capable of swimming far out into oceans but tend not to stray from sight of the land because little useful is out at sea for them.

The species are omnivores with a noticeable preference for meat, with rumour suggesting specifically human meat. Though they will eat anything if it becomes necessary, to the point of having some eating habits during famines that they find normal, but other species find revolting such as culling the slave population and feasting on their bodies.

Secondary Species: Humans, Goblins

Population:

A population census hasn't yet been successfully completed by the Confederacy, but estimates vary from between fourteen and thirty one million inhabitants across the land. With the vast majority of the population being Lizardfolk and a small but noticeable minority of humans & goblins who inhabit the area as well.







Climate: Temperate Marshlands & Tropical Forests





Hidden 6 yrs ago 6 yrs ago Post by Meiyuuhi
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Meiyuuhi Her Divine Grace

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This is my character for the Squad 6 DnD-style mega-collab.

Name: (aliases and nicknames, if applicable) Lunastri (no last name) nicknamed Luna by most, Luni by the incredibly annoying Rina.
Age: 35
Gender: Female
Species: Yllendyr (Dark Elf)
Appearance: (Height, build, facial structure, etc.) Fairly short by Dark Elf standards at around 153 cm, white hair and paler-than-usual skin, possibly half high-elf
Rank: Lieutenant of Squad 6
Background: Lunastri's mother, her only biological parent she knows of, died shortly after she was born. She was given along with her mother's possessions to an orphanage in the slums of Ylleria, where she was raised. With no real shot at higher education and no special skills to speak of, she joined the Imperial Army at age 30 upon her discharge from the orphanage. She has served in the 27th Auxiliary Legion for five years, and slowly worked her way up to lieutenant of the squad.
Personality: Lunastri is a very strong, natural leader. She has a tendency to charge headlong into the face of danger, but at the same time, knows when victory is impossible. She's probably among the most commoner-level of Dark Elves, and has very little elitism or discrimination against other races or individuals stemming from that. She has a boundless curiosity, which occasionally gets her into trouble. She has an instinctive sense of honour and pride in her duties.
Likes: Animals, jewelry, kind people, children
Dislikes: intolerance, ignorance, spicy food, especially loud noises
Opinions of other Squad 6 members: Hasn't met them yet.
Special Abilities: Virtually none.
Weaknesses: Unlike the majority of Dark Elves, possesses no use of magic. Likely the reason for her abandonment as a child.
Special Clothing/Tools/Equipment: An old, ornately designed revolver, reportedly left behind by her mother when she died, a flute, which she enjoys playing when bored, and a small crescent moon necklace.
Hidden 6 yrs ago 6 yrs ago Post by Sigma
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Sigma

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Still a work in progress, but the sheet so far, more will be added later.
Hidden 6 yrs ago Post by Willy Vereb
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Willy Vereb The Wordy Engineer

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Hidden 6 yrs ago 6 yrs ago Post by Grijs
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Hidden 6 yrs ago Post by Ahr Xanten
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Ahr Xanten

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Here is my edited nation sheet for approval.

I've made a few alterations to parts, notably: History, Religion, and Magic sections.




Nation Name: The Confederacy of the Burnt Branch


Flag:



Type of Government: Hegemonic Tribal Confederacy

The Yutlao tribe rules with a light-touch from the capital, Aokki the largest city in the Confederacy, over the various other tribes and towns. News and proclamations travel slowly across these hostile lands and messages are regularly distorted by the staggeringly low literacy rates outside of the towns.

Head of Government: Speaker Acuru of the Yutlao Tribe

Summary:

The largest tribes of the Confederacy controls what would be considered towns by more advanced civilisation as their personal domains, with a plethora of tiny villages and hinterland farms being associated with each of the towns. The tribes then send or permanently keep a representative in the capital, Aokki, to ensure that their peoples' needs are met by the Confederacy.

The fractured natures and desires of the various representatives causes friction between the building blocks of the Confederacy, with pride and various feuds slow the processes of agreements and compromises to a glacial paces. One basic mechanism of the state though has always continued unhindered by these petty squabbles, the “Agrari” or “annual tithe” requires that each of the building blocks of the Confederacy, known as “Kroaz” provide either people as labourers on the building or maintenance of grand projects or for wars over a specified period of time, if this isn't possible or desirable then a payment of goods or food is accepted instead from the “Kroaz”.

A Kroaz is the largest scale political component the Confederacy and they consists of a single central town and an ever-shifting number of hinterlands villages that are under its protection and provide for the townsfolk. But a Kroaz isn't formed solely on the basis of territory, it is in fact much more focused on familial bloodlines and ethnic or tribal groups as Kroaz are formed by “Khoko” which are smaller political units comprised of a series of interrelated families and familial units which unite together for strength and cooperation. A khoko is usual rather limited in their scale or size and tend to stay within their kroaz. As such a kroaz is formed of between five to twelve ethnic groups which specialise in various trades or crafts.

As part of their traditions, each Khoko pays and maintains a temple to their respective gods which can be as elaborate or simple as the Khoko can afford, with the wealthiest having carved vast temple-complexes out of the swamp lands for themselves. Each and every Khoko though maintains a school-complex for their children with no standardised education system, sometimes inside the temples themselves or sometimes as separate entities. Here the next generations of the Khoko are taught: the basics of fighting, about their religions, and some of the languages of the Confederacy.

The only school not segregated by which Khoko you were born into is in the capital where any lizardfolk can attempt to join the “Yuknu”, the most prestigious school in the Confederacy. A students capable of entering is judged based on a punishing series of physical, social and mental trials. Those who manage to pass these trials enter the school become “Jothi” and are taught: law, linguistics, religion, music, art, fighting and how to be servants. Once they've survived their time in the Yuknu, the Jothi become indispensable for the Confederacy as they leave their training as strong and capable individuals who form a ruling elite which are usually sent back to their Kroaz to take high positions as rulers or state officials.

Under the careful guidance and watchful eyes of the Jothi, the Confederacy have gained a stability and sense of purpose that drives the Kroaz forwards towards large-scale projects. The two most common being the construction and maintenance of a crude road system, along with an ambitious food storage and distribution network that gathers food in times of plenty and distributes it back out during times of need. Besides these beneficial programs, the Jothi struggle to convince their representatives to help with other larger projects of state, no matter how revolutionary or innovative it may be.



Main imports: Guns, Gunpowder, Iron, Steel
Exports: Lumber/Timber, Fish, Poisons, Translators, Cloth
Industries: Large-scale farming and fishing, Cottage-industry weaving and melee weapon-making
Technology level: 15th Century Aztec Empire (Pre-Spanish arrival). Large-scale organisation of the State. “Hegemonic” (indirect) rule over other tribes and states.

Primary Species: Lizardfolk

Lizardfolk are tall humanoid creatures that look like a cross between a powerfully built human and a bipedal lizard. They have clawed hands, a long tail, and a toothy jaw and are usually between six and seven feet (1.82 to 2.13 meters) tall and they have a muscular tail which is usually between three and four feet (0.91 to 1.21 meters) long. They have green, gray or brown scales that cover most of their bodies with the exception of smaller and softer scales that cover their bellies.

They have a natural affinity for swimming and this combined with their powerful tails and their extraordinary ability to hold their breaths for long periods of time makes them quite comfortable on land, in rivers or in lakes. They are biologically capable of swimming far out into oceans but tend not to stray from sight of the land because little useful is out at sea for them.

The species are omnivores with a noticeable preference for meat, with rumour suggesting specifically human meat. Though they will eat anything if it becomes necessary, to the point of having some eating habits during famines that they find normal, but other species find revolting such as culling the slave population and feasting on their bodies.

Secondary Species: Humans, Goblins

Population:

A population census hasn't yet been successfully completed by the Confederacy, but estimates vary from between fourteen and thirty one million inhabitants across the land. With the vast majority of the population being Lizardfolk and a small but noticeable minority of humans & goblins who inhabit the area as well.







Climate: Temperate Marshlands & Tropical Forests





Hidden 6 yrs ago Post by Meiyuuhi
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Meiyuuhi Her Divine Grace

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Ahr is approved, Sigma and Grijs I'm just waiting on those last few sections.
Hidden 6 yrs ago Post by LordZell
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LordZell The Zellonian

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I was wondering if there is a discord
Hidden 6 yrs ago Post by Meiyuuhi
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Meiyuuhi Her Divine Grace

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There is, however, a portion of the playerbase has expressed irreconcilable difficulties with you as an RPer, so to avoid controversy I will not be disclosing it.
Hidden 6 yrs ago Post by LordZell
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LordZell The Zellonian

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There is, however, a portion of the playerbase has expressed irreconcilable difficulties with you as an RPer, so to avoid controversy I will not be disclosing it.


So, you're not allowing me to be apart of the RP. Ok.
Hidden 6 yrs ago Post by Slamurai
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Blerp
Hidden 6 yrs ago Post by Meiyuuhi
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Meiyuuhi Her Divine Grace

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Blerp


Negative, thou.
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