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Hidden 9 yrs ago 9 yrs ago Post by Willy Vereb
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Welcome to the fantastic world of Worluk, a planet found within the gap between dimensions. It's a magical world populated by drifters from other realities, a place in constant flux. Your faction just managed to open a gate to Worluk, your mission is to explore this world and if possible make it your new dominion. your mission is difficult and you must deal with countless other civilizations who may attempt to do the same. Regardless the price is well worth the effort.


So what's this game about?
Basically you play as a large group of invaders/explorers from a certain faction. I suggest using existing fiction or maybe even mythology for this because that makes things much simpler. Fantas is preferred but contemporary or sci-fi elements are allowed to give you more freedom. You can also create fanfic/AU or even completely original factions, too. It just would require far more details. Think of a lengthier NS from this section, that's what I expect from original factions. On the other hand if you use a faction from existing fandom you only need to do this:



Once sufficient number of people are ready we'd start the game. The game is split to "turn" which equals 1 month of time. For the sake of fair nobody can get further until all actions are finished for a certain turn. Say, you're a medieval army and need to travel past an entire country on foot. That takes a whole turn before done. Of course your other units or important people can do other things at the same time. Of course war is far from the only thing you can do in this game. diplomacy, trae, espionage, inrique and more are at yur disposal. You can't just mindlessly attempt to conquer everything.

This chaotic brave new world is ready. What are you waiting for?
Hidden 9 yrs ago 9 yrs ago Post by Nerevarine
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Nerevarine Frá hvem rinnur þú? - ᚠᚱᚬ᛫ᚼᚢᛅᛁᛘ᛫ᚱᛁᚾᛅᛦ᛫ᚦᚢ

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The Immortals


Origin:
Faction from a Game of Crusader Kings 2 + EU4 that I've expanded upon

Faction Type:
Religious Military Order

Leader:
Grandmaster Dariush the Kurd is the Leader of All Immortals, but the officer in charge if the Immortals in Worluk is General Khosrau Ferghanayi.

Faction Rank: (work in progress, the GM will give you this)

Color:
Golden Orange

Assigned GM:

Starting Area:

The Gold Dot in East Zhilian

Faction Introduction
The Immortals are an order of holy warriors who have their origins in the Restoration of the Persian Empire by the legendary Emperor, Shahanshah Khalid Taid, The Holy, of Afghanistan. Shahnashan Khalid is believe by the Immortals, and indeed most people who live in the Modern Taid Empire to be the prophesized Saoshyant, as it was Khalid who drove the Muslim invaders from Persia and reclaimed the land of Pars, as well as lead the conquest of Punjab and Sindh and patronized many missionaries to go out among the nomadic Turks to spread the Faith of Zoroaster, so that if the Persian Empire fell again, the faith would not be lost. One of his most significant actions was the creation of the Immortals, warriors based off of the elite soldiers of the Achaemenid Empire, who would be used to fight back and defend the Zoroastrian Religion where ever they were needed. Originally the Immortals resided within the borders of the Taid Empire, but soon it was found that their growing size and power would require something that could accommodate their rapid expansion. A solution was found when Emperor Khalid began the Invasion of Gujarat, and as a result of his victory, annexed the Kathiawar peninsula. The Peninsula was given over the the current Grandmaster of the Immortals, Davud.

The location proved to be useful, as the Taid Empire's rapid expansion into the Indian Subcontinent in the name of finishing Zoroaster's Reforms to the Old Religion, which the domination Hinduism of the Indians was seen as, gave the Immortals more than a reason to fight. Though the wars of expansion ended with the death of Shahanshah Khalid, his effect was profound. He had spread the faith farther than ever before, and spread it far into the Indian subcontinent. The region of Gujarat was designated an independent state for the Immortals, and they put it to good use. The income and food the acquired from their newly conquered subjects, in addition to the prime new resources that could be put into weaponsbuilding and the seaside location to allow for fast movement across the indian ocean, allowed the immortals to flourish as a military order and as a state. By the end of the middle ages, the Immortals were without a doubt one of the most powerful of states in the Indian Subcontinent and in South Asia as a whole. Within the course of 5 centuries, the military role of the Immortals had begun to diminish, as they became something of a hybrid of a warrior caste and ruling elite. They maintained their Persian language and Zoroastrian Faith as a symbol of their origins, and one might say that in Gujarat, the term Anûšiya denoted as much an ethnic group distinct from their Gujarati subjects as it did a military caste.

As time went on, the Sovereign Military State of The Immortals remained a regional military power, and continued to be one into the modern age, kept strong and sharp by a great deal of conflicts with the Zoroastrian states of North India and the Hindu states to the south. The Immortals stood by their creed as defenders of the faith, and aided the states in their wars with the south, even going as far as to take land from some conflicts as payment. The collapse of the Taid Empire in 1567 also helped in keeping them in a position of power as they allied with the Shahdom of Khorasan in its wars for control. At the Turn of the Century, the Immortals had become a world military power, and are considered one of the major players in the Resistance of India and Iran from colonization, as their old enemies, the Muslims, showed up from their Iberian kingdoms to etch out lands for themselves, and as the Christian Europeans made their ways to the Subcontinent as well. The Kingdoms of India would go on to become Colonial Powers as well, but the Immortals never took part, except to establish international bases. Staying secluded on their Peninsula unless hired to settle a score. By the time they had stumbled into the world of Worluk, the year was 1990, and a group of Immortals were lost at sea while crossing from a base in Goa to Indonesia. While there is no explanation for how they moved across the worlds, what they know is that they are in a new land, and must investigate.

Faction Features
The Immortals are a purely military faction; having been born from the reconquest of Persia in the 10th century, carving their independent state out of the Conquest of Gujarat, and establishing military bases and colonies through out the word, the very essence of the Immortals' history is tied to military. As such, they are in possession of very advanced military technology, and have very efficient management of their territories, historically being established in an occupied region. Due to their early presence as a state ruling foreign peoples, the Immortals have gotten skilled at forcibly assimilating those who they conquer into the Persian culture, and getting them to accept the Zoroastrian Faith, regardless of their origin. This has allowed the Immortals to grow exponentially as they conquer more lands, and allows them to more or less rearm and repair their ranks by conscripting the newly conquered peoples into their ranks as soon as they are needed.

Military
The Military of the Immortals is composed of 4 ranks. The Administration is composed of the highest ranking officers, who rarely actually take part in the battles that the Immortals face. They plan the strategies and maintain the structure and order throughout the army. Reconssence is composed of scouts, technicians, engineers, and medics. They are split between Field and and Camp Recon, based on whether they follow the Soldiers or stay in bases full time. The Armed Soliders are split between the Army, Navy and Air Force. The final group is the camp-men. They are typically ethnic Gujaratis that live under Immortal Rule, and are conscripted to serve as janitors, maids, cooks, craftsmen, and other menial domestic positions.

Current Make up of the Group in Worluk is 11,00 soldiers: 35 officers, 10,000 foot soldiers, 300 Naval Soldiers, 600 recon soldiers, and 65 camp-men.

As for Vehicles, two transport ships were caught in the crossing into Worluk, one carrying the soldiers to be moved to Indonesia, and the other containing land vehicles being moved as well. In this ship were 40 ATVs, 3 Tanks, 20 Joint Light Tactical Vehicles. No Fighters were in transport to Indonesia.

The Highest Ranking officer in the current group is General Khosrau Ferghanayi

Standard Issue Equipment of an Immortal Soldier
Using our world's equivalents


Other Weapons and equipment in use by the Immortals

Hidden 9 yrs ago Post by ClocktowerEchos
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<insert question on how would one balance this since he can't imagine the Fire Nation squaring up against the Imperium of Man and that jazz>
Hidden 9 yrs ago 9 yrs ago Post by Willy Vereb
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@NerevarineLooks great, albeit this being a fanfic force of sorts, you'll have to write a more through profile on them later. Albeit your intro did a decent job at that and your faction basically seems to be Gulf War era with no exotic techs, fantasy elements or whatever else.
So what do you need to write down?

First, your leader. Your intro said that a group of Immortals were lost and I doubt the Grandmaster was aboard on that ship. You may mention Dariush Kurd in parenthesis as technicall the leaer of the Immortals but your true leader would be whoever the highest ranking memeber in the party of Immortals sent to Worluk.

Second, your military. Normally you may have to talk about your society and the number of civilians, too. But you took care of that by various means. You have to describe your military a bit, though. What kind of military equipment you have? How many soldiers and number of vehicles? Also on a related note keep in mind that as a purely military unit who got lost in Worluk your equipment, ammo and related materials are limited stock you can't really replenish until you can establish contact with your home universe again.

Third, draw a point or a tiny circle on the map where your faction would be. Alternatively if you trust me just describe on which continent you are and from which sea/ocean? Say, you are at the shores of Gerondar from the Middle Seas.
Hidden 9 yrs ago Post by Willy Vereb
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<insert question on how would one balance this since he can't imagine the Fire Nation squaring up against the Imperium of Man and that jazz>
Oh well, I didn't want to make a double post but without that you wouldn't get the alert so whatever.

Well, first off this game wouldn't be as competitive as it sounds, it's mostly about small portion of a faction being stuck in a new world. ISOT is a term often used for these. Writing a fun story and developing your new nation will be more important than power playing.

Second, more powerful factions will be arriving with less men. Or at least will be allowed to. You can nerf yourself voluntarily if you want. No need to stick with set numbers here.

Third, power levels will be capped up a bit. Familiar with "VS debates" I suppose? Calculations and analysis can help at times but here we'll ignore most of them for the sake of fun play. There are many techs which are far more OP than you'd think as well as many massively superhuman characters who make anything else pointlessly inadequate in comparison. These things will be toned down. For example beam weapons from Gundam/Code Geass and any other mech series won't have kilotons of yield per shot even though they do have such showings. Instead they'll be treated as "better than guns at dealing with enemy armor". Walking WMD type units will be rare and high-tier. So are the actual WMDs like nukes. Superhuman characters will be toned down to the level necessary for the plot and they'll be accordingly rare. Granted, these won't be enough for example to prevent W40K IoM wrecking forces from Ancient Rome but that's not the point. Also in this game if somebody plays his/her cards right can quickly develop into a more advanced nation.

Hidden 9 yrs ago Post by Willy Vereb
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@Queen RaidneThis is the game I was talking about BTW.
Sorry for not telling you earlier.
Hidden 9 yrs ago Post by Willy Vereb
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@ClocktowerEchosAnyways, are you interested in this game?
Unless we have sufficient amount of players and I can get at least a few co-GMs to assist me I would need to reconsider things and host this game elsewhere.
@6slyboy6
Mentioning you in case you're still interested. This is sorta the reboot of the previous game.
Hidden 9 yrs ago Post by ClocktowerEchos
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@Willy VerebI'm not sure if I can actually be a nation in this but I might be able to co-GM it if need be. I have enough RPs as it is and irl stuff isn't short either. Woe is me
Hidden 9 yrs ago Post by Willy Vereb
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@Willy VerebI'm not sure if I can actually be a nation in this but I might be able to co-GM it if need be. I have enough RPs as it is and irl stuff isn't short either. Woe is me
Being a co-GM means you control dozens of different NPC factions at once. If anything that's harder.
Just import your Black Knights lead by Zero to this setting and have fun.
This game is deliberately made to be easier on the players than your usual NRP faire.
The only exception is army numbers but that's just a way to keep tabs on your nation's progress of power.

Hidden 9 yrs ago Post by 6slyboy6
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@Willy Vereb Reporting for duty sir! I am still interested! If you need any helping hands I am here. If my PC gets fixed I could help full time, and it sounds amazing to control NPCs.
Hidden 9 yrs ago 9 yrs ago Post by Willy Vereb
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@Willy Vereb Reporting for duty sir! I am still interested! If you need any helping hands I am here. If my PC gets fixed I could help full time, and it sounds amazing to control NPCs.
Yes, being a GM here could be tons of fun. Albeit it also means more responsibility.
But yeah, basically you are a player who is allowed to use multiple factions. I go as far as to say GMs may even get more fun out of this game because of this which is a nice change, IMO.

Anyways, so long we only have 2-3 players which just isn't enough to start the game.
If this keeps up I'm afraid I'd need to take this concept elsewhere.
I'll give you a link if that happens.
Hidden 9 yrs ago Post by 6slyboy6
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@Willy Vereb Ok nice. I am at your service, and I will help with any tasks.

And now for questions. Am I allowed to use my nation from the old post? Also I sense that here we might have less troops, so maybe less. Secondly, will you be min/maxing the battles? eg. 10 space marines against 10 spearmen is not allowed, or bad weather ruins half the guns? So the marines would get damage reduction. Or this sorta stuff.
Hidden 9 yrs ago Post by Queen Raidne
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Yes, alright, you can count me in.
Hidden 9 yrs ago Post by SillyGoy
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This is absolutely interesting. Hold on while I get my faction up.
Hidden 9 yrs ago Post by 6slyboy6
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@Nerevarine So can I ask something? It is hard to beleive your faction knowing actual events, and bla bla, but I k ow it is a game history. But what I do say, is that highly militarised countries (unless in war constantly due to defending) are ought to fall. No one likes warmongers. So when I looked at your army I was a bit confused. Fighter planes? You did a long history, and you deserve a cookie for that. But for crying out loud, there is no way that they could have advanced so far in time as warmonger, and literally having a fully absolutionist country. And I am highly educated in history.
Hidden 9 yrs ago 9 yrs ago Post by Nerevarine
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Nerevarine Frá hvem rinnur þú? - ᚠᚱᚬ᛫ᚼᚢᛅᛁᛘ᛫ᚱᛁᚾᛅᛦ᛫ᚦᚢ

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@Nerevarine So can I ask something? It is hard to beleive your faction knowing actual events, and bla bla, but I k ow it is a game history. But what I do say, is that highly militarised countries (unless in war constantly due to defending) are ought to fall. No one likes warmongers. So when I looked at your army I was a bit confused. Fighter planes? You did a long history, and you deserve a cookie for that. But for crying out loud, there is no way that they could have advanced so far in time as warmonger, and literally having a fully absolutionist country. And I am highly educated in history.


The faction isn't complete yet so I do have revisions to make, that being said, they are more than just a militarized country. In this timeline, Greater Iran, The Northwestern parts of India, as well as lots of steppe lands and down to modern Carpathia are Zoroastrian countries. The Immortals are more a holy order, kind of like a group of Crusaders, who protect the Zoroastrians, and from there evolved more into a kind of ruling elite in the Shahdom of Gujarat. They lost most of their lands in Carpathia and the Pontic Steppe, but kept control over Gujarat due to the constant war between the Zoroastrian states in the north and the Hindu States in the South. Gujarat is also home to the Moabadan-Moabad, the head of the Zoroastrian religion, which gives the Immortals more leeway in a sense. They also have the constant backing of all the Persian Empires, including the Taid Empire, the 4 Kingdoms (Afghanistan, Khorasan, Kurdistan and Balochistan), and the current Pahlavi Empire.

Basically, they're like a more militarized version of this with more power
en.wikipedia.org/wiki/Sovereign_Milita..
Hidden 9 yrs ago Post by Willy Vereb
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@NerevarineMy only issue with our military that I never even asked what's your organization structure here. it's nice to know but you missed the point.
How many of your people are stuck in Worluk? Who is the highest ranking member? How many soldiers you have? How many vehicles? How many tanks, fighters, ships, etc?
for the record Worluk has the "native" population of around 500 million people.
Average country populations range from hundreds of thousands to some millions.
So your faction would be most likely smaller than this.
Hidden 9 yrs ago Post by Willy Vereb
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@NerevarineYou can have tanks, aircraft and ships too, you know.
Also given how Worluk is a fantasy setting you don't need to worry about your army being too OP. You can raise our count higher.
actually there'd be potentially more OP factions joining the game later.
Hidden 9 yrs ago Post by Nerevarine
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Nerevarine Frá hvem rinnur þú? - ᚠᚱᚬ᛫ᚼᚢᛅᛁᛘ᛫ᚱᛁᚾᛅᛦ᛫ᚦᚢ

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@Willy Vereb I think that should be good, just let me know if you have any further objections or want any more information
Hidden 9 yrs ago 9 yrs ago Post by Willy Vereb
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@Willy Vereb I think that should be good, just let me know if you have any further objections or want any more information
I think you can raise the size of your army still but it' all up to you.

EDIT: Draconia? I absolutely not recommend it. That place is the land of monsters and all.
If you wish to have typical ISOT style contacts I suggest Malibderan or Zhilian.

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