Hidden 8 yrs ago Post by Thrashy
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The Age of Iron


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Welcome to the thread. This game is about the endavours and struggles of the settlements around the Farraige, a great inland sea in the east of the world. The setting is medieval fantasy with a heavy emphasis on vikings - not actual vikings, but cultures resembling them. The people here are polytheistic, adventrous and not very technologically advanced. It is a game of small scopes in which small kingdoms interact with eachother in trade, diplomacy, raids and sometimes all-out war. We will focus on narration over statistics - the story takes precedence over numbers and rules.

When creating your kingdom, leave room for shared history and culture with the creations of other players. These people might be from different clans and factions, but would have interacted with eachother throughout history. There will be a lot of room for creativity, although within the framework of the setting.

As this is a fantasy game, your inhabitants aren't restricted to being only humans. Play as dwarves, elves, orcs or all of them combined, but do it in the viking fashion.

In regards of Nation Sheets, I trust you'll be able to make your own. It should include details on government, culture, religion, trade, diplomatic relations and military, and any other information you consider useful.

Looking forward to playing with you.
Hidden 8 yrs ago Post by Dinh AaronMk
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Name

Misravani/Misrŭvani

Territorial Claims



Background

The Misravani are a people of migrations, having over generations migrated east-ward from the far west during times of oral history as they slowly pursued game through the verdant valleys and forests of the western north. Hailing from a greater people refereed to by the Misravani themselves as the Antevich the Misravani have settled in their verdant river valleys as farmers after the development of agriculture in the highlands. As society developed the population shifted and came to settle along the river banks where they traded among themselves.

An organized Misravani society did not arise for many centuries. For generations inter-village warfare rose and fell over conflict for land-rights or marital contests between prominent families between villages. The Misravani were without king or high chief until the arrival of the man named Misruid.

Described as a man of almost impossible height, Misruid was said to be more than capable of standing toe-to-toe with a bear. The man's foul temper and abundant wroth was said to have leaked into his hair, turning the hair of his head and beard a bright fiery red from the earliest age. But while he was a man to not sit still, he was not incapable. While he came from seemingly nothing or nowhere Misruid acquired renown when he beat and killed the chiefs of several village in hand-to-hand combat. Out of respect the village's surrendered themselves to him and named him chief of chiefs.

This stoked the embers of ambition within Misruid and he set out to seek the subjugation of others. Within time he became the Bane of the Ves River as the townships along the river's shores one-by-one succumbed to Misruid from the springy head of the river to its confluence with the longer Devier. With each victorious battle he was named chief once more.

In the fifteenth year of Misruid's reign the realm's augur's confirmed Misruid to be an avatar of the god Tharun. The lended credibility of divine power gave in the people's eyes a legitimacy to the rule of Misruid, who came to symbolize not just tyrannical oppression but an ending of generations of squabbling independence and a return to the unified peace of the Days of Heroes, when Wismir was said to have set out into the woods to find and kill the Borovoi of the Tusta so as to save the god Welen's daughter from a degenerated spirit.

The proclamation of Misruid as a divine figure lifted pressure from his shoulders as rising warriors thought they could take the kingdom out from under the powerful but aging king by their own force. While each attempt to slay him had ended in failure for the young warriors the constant fighting was distracting from the broader manners of managing a tribal fiefdom. And being crowned the first High King, Misruid sought a haven for his rule and picked a spot where the Ves and Devier met, the location of where his earlier conquests had ended, and he hoped would soon resume. There he built Misrugłaz, his own personal hamlet. On a hill that commanded a striking view of the river below he built a wooden compound of ancient oak trees. By his command, the inner sanctum was to be built so large it would threaten the tribes across the river into submitting and to construct it he led countless forays into the wilderness to capture by force armies of slaves.

It was said in these raids he took so many men folk that entire villages were reduced to just the women and children who had hid in the forest when his men came with their spears and axes. Misruid's men would later come again in smaller numbers and take the women and children, often without so much as raising a spear in violence to overcome the beleaguered survivors.

Misrugłaz was eventually finished, but the great king was coming to the end of his life. A wound in his leg and become embroiled in a fierce infection. Feigning strength he struggled to contain it, and did so well enough to pass functionally at court. He personally administered the bandages, packing them with dried flowers to mask the smell of the festering wound but could do little for the pain that was blooming in his leg. He had to die soon, and he knew it.

To pass away from an injury and not in battle was to Misruid a grave injustice. In private on his last day he summoned for his son Lesovichk, in the king's private chambers in his towering wooden citadel in Misrugłaz that it was time for his departure, and he would hand the throne and all titles to the son that could kill their father in battle. Though with only daughters and all other sons being too young to hold a blade, Lesovichk at fifteen was the only candidate that could accomplish it.

With the ceremony drawn and plans made, Misruid demanded the duel to take place at sundown at the confluence of the two rivers. There father and son met for the last time and a brief duel commenced. Lesovichk killed his terminal father, impaling the old man on his sword as he was mid-stride for a great swing from the shoulder.

To Lesovichk, the sealing of his coronation was a bitter-sweet moment. And he secluded himself in the forest for several weeks after seeking guidance and alms for his fratricide.

His return was quickly met with strife as many old chiefs who heard of the death of Misruid formed a coalition to break from what was now Lesovichk's realm. Rallying the men still loyal to him he marched to meet the quarrelers in the field of battle and to preserve his father's legacy. The ensuing battle fought at Vrāna field seventy-five miles north-west of Misruglaz was a decisive victory for Lesovichk where he proved to be as much a dragon as his father in combat, swiftly killing or raking prisoner the ranking chiefs of the enemy army and leading a retinue of men that broke the back of the enemy force.

The ferocity and total efficiency of Lesovichk earned him the epithet the Wolf Dragon.

With the rebellion quelled, and the land redistributed among the loyal families Lesovichk settled back into the estate his father build and over his reign shaped it into a city. Lesovichk - for all his battle prowess - proved hardly eager to enter into successive wars and preferred to brood in his father's hallowed halls and iron out the bumps and ruts that decades of constant warfare had caused in the realm. Lesovichk was a shaper of a realm and from tribal holdings made a kingdom.

Inspired by distant lands he had visited as an official envoy on voyaging ships Lesovichk wanted to emulate the foreign people's in the land beyond the Farraige; or the More as it was known to the People of Misruid.

Lesovichk though failed in many ways as tribal chieftains curtailed many of his edicts by way of tribal veto. But he succeeded in several areas. Namely, he had enforced the authority and prestige of Misrugłaz as a city as it evolved on the river banks taking trade from three directions and becoming a major river port of call for many merchants, over land and river. He gave Misruglaz great walls which he covered he red clay, laying the first segments of the foundation himself. He coordinated with the priests in an attempt to give the crown more powerful, creating at least the idea of the Crown of Misruid and of the Zemlyanarod.

He would succumb to pneumonia after a cold rainy day and die early in bed the next day. The priests proclaimed him post-mortem an avatar of the god Weles, god of Earth and sustenance.

While Lesovichk did not go like his father, passing the crown down to his son by requesting his son or any fit heir to kill him the act was replicated by successive kings and became established heritage. While it had a loose definition of how it was to be done with it beginning with an open challenge made by the king or a demand made by the sons, or against one or all it continued on down through the land and from the passing of the Misruid dynasty when the adventuring son of the Lesser King of the neighboring Illmeshk clan challenged Wemir, the last king of the Misruid dynasty to a trial by combat and for the crown, after the wandering son had killed the king's sons when they harassed him on the road under the guise of bandits.

Prada Kishmek-Illmeshk thus became the first king of the Misruid-Illmeshky kingdoms. Under the Illmeshk rule the size of the Misruid Crown's rule doubled. Authority of the Illmeshk to rule though was not drawn from authority of the gods, which had been granted by the priesthood to each successive Misruid king since Misruid himself, but in that Prada took for wives several of Wemir's daughters and enjoined the Misruid - from where the Misrŭvani have gotten their name - blood-line with his own, though Prada himself also took many younger concubines.
______________
The Misrŭvani kingdom military employs little standing soldiers. The chieftains and king themselves may hold their own private professional retinue of local minor nobles of wandering adventurers or mercenaries the largely agrarian and rural kingdom does not have the organization or wealth to field a permanent standing army. At times of dire need or war they may however draw from across the realm a levee force of able men of all ages, depending on season.

Though while these retinues are strong it's not impossible or unheard of for adventurous sons of chiefs or the king himself to rally around him a small band of fortune seekers from any rung of society - high or lowborn - to go on the long march or set to sail to loot, raid, or serve as mercenaries in their own right in the court of foreign and distant lands.
Hidden 8 yrs ago 8 yrs ago Post by Kassarock
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The Skrælingjar Isles




To know of the Skrælingjar is to know of the Two Great Gods that made the world and how it was the land and sea came to be.

First there was nothing, only dark. Then they came, the Twin Gods, Sara and Sil. They burst from the womb of the dark and in its opening, light came forth. This light illuminated the faces of Sara and Sil, and when they saw the other’s face, they became lovers and did wed.

Then Sara did make the lands, and did make the plants, and did make the animals, and last did make the people - who were her children and she did love them.

Sil became wroth for Sara’s love, so he did make the seas, and did make the storms, and did make the predators, and last stole a child from the breast of Sara – who he took unto the sea and did punish cruelly and remade them in his nature.

Thus the Skrælingjar were made.


- Skrælingjar Creation Myth





Hidden 8 yrs ago 8 yrs ago Post by Red Wizard
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Red Wizard Crimson Conjurer

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WIP

Alfingar


Overview

The Alfingar are native to the north-east and have lived here since before the songs of old. They are a humanoid people but with distinctive traits, such as their pointed ears, cat-like eyes and androgynous appearance. A typical adult Alfing is around 160cm tall, weighs 50-60kg and a life expectancy of 80 years. It also has elevated senses in comparison to most other humanoids. The Alfingar believe in balance in all things and are often considered peaceful by other cultures, although few can match their ferocity when provoked. Their main livlihoods include hunting and gathering, and sometimes animal herding and farming. Although the Alfingar tend to keep to themselves, they are not xenophobic or even isolationalist in nature. They interact with other cultures when they must, be it through trade or warfare. They have however not tried to expand their land beyond the valley surrounding the Fejord river since some of the older songs were first sung.

The Alfingar are a religious and traditional lot, sporting a pantheon of both domestic and borrowed deities. They have no developed written language and depend on other peoples symbols when the need arises. Most of their records are kept through songs, which are taught from generation to generation in order to preserve history. They also lack any form of official currency, relying on bartering goods for goods instead of Money.

Alfing settlements are often small and simple in nature, often consisting of nothing more than yurts but sometimes sporting one or more longhouses. The one settlement that could be described as a town is Logrhus, which lies where the Fejord splits into two. It is here that the First, ruler of all Alfingar, resides. The First is not a queen or king in practice, since it holds no absolute power over the realm, but his or her word is respected above all others. The title is bestowed by a council of elders from all the major families of the realm on an Alfing that has managed to win their favor and meets certain standards in terms of personal deeds and accomplishments. Choosing a First is a long process, and the realm must sometimes endure for years without leadership.
Hidden 8 yrs ago Post by Dinh AaronMk
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This is how an RP ends. Not with a bang, but with WIPs.
Hidden 8 yrs ago Post by Red Wizard
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Hopefully not, since I'm still here. But I know what you mean, will finish this before the weekend's over.
Hidden 8 yrs ago Post by Dinh AaronMk
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Dinh AaronMk my beloved (french coded)

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@Golem

If I took an hour mashing something out, it shouldn't be that hard. And really: you shouldn't have to go into intense detail in your application so that it takes a day or more. Honestly, there is some things left said for the IC posts. App is to lay the ground work. you don't build the cathedral in its entirety at the ground work, you build it up from it; that's IC posting.
Hidden 8 yrs ago Post by Red Wizard
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@Golem

If I took an hour mashing something out, it shouldn't be that hard. And really: you shouldn't have to go into intense detail in your application so that it takes a day or more. Honestly, there is some things left said for the IC posts. App is to lay the ground work. you don't build the cathedral in its entirety at the ground work, you build it up from it; that's IC posting.


You are clearly the superior writer, then. I can't produce something like that in an hour. I need more time.
Hidden 8 yrs ago Post by Dinh AaronMk
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I must be, like, the son of The Roman.
Hidden 8 yrs ago Post by Kassarock
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@Thrashy Right I'm gonna leave it at that for now, might add a bit more detail as we go along. Let me know if you want anything changed GM.
Hidden 8 yrs ago Post by Dinh AaronMk
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If @Thrashy hasn't thought of it yet, I would recommend mass-PM'ing anyone who showed interest and hasn't posted yet, sending them a link to this thread.

We also need him here to five GM-side confirmation and get the ball rolling on this. Keeping this floating in limbo is not healthy.
Hidden 8 yrs ago Post by Thrashy
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I'm sorry but I can't do this. This place makes me feel like shit and I don't want that. I'm leaving for good, I think. I'm sorry. Goodbye.
Hidden 8 yrs ago Post by Dinh AaronMk
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Right, well if Thrashy is done for good I'll take it over, I was kind of excited to do an RP that it's a space opera or sci-fi deal; or wasn't heavy on the table-top game mechanics.

I want to beat the map into some shape though. It needs mountains.
Hidden 8 yrs ago Post by Red Wizard
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Right, well if Thrashy is done for good I'll take it over, I was kind of excited to do an RP that it's a space opera or sci-fi deal; or wasn't heavy on the table-top game mechanics.

I want to beat the map into some shape though. It needs mountains.


Not sure I'm up for that. It doesn't feel right to usurp someone elses game right after they leave like that. I'd rather wait for Thrashy or not play if s/he doesn't show up.
Hidden 8 yrs ago Post by Dinh AaronMk
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@Golem

Then I'll wait.
Hidden 8 yrs ago Post by Kassarock
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To be honest I could take or leave this one
Hidden 8 yrs ago Post by Red Wizard
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Doesn't look like Thrashy's coming back. I think I'll bow out of this, then.
Hidden 8 yrs ago Post by bloonewb
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This looks interesting, as long as there's no magic. Is there still room?
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