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    1. Aleranicus 11 yrs ago

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8 yrs ago
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<--- Interested in playing Redhaven's resident human bartender who is Too Old For This Magic Shi*(Tm) but is opening his establishment to the magic types in order to get more money, even if the Hunters aren't too keen on this...
WIP

An Analysis of the So-Called "Free Land" of Ortorn for Our Most Esteemed Governess

As written by your humble servant, Lord Julian Bellana

Majesty, I have returned from my journey to the realm of Ortorn, and per your instructions, have spent much time in the company of its Princess Mera Ortorn and her court. While my return journey from the Portlands took more time than I anticipated due to unexpected winter snows in the hilltops, the Valley of Ortorn is as complicated as it is beautiful and hospitable. Per your instructions, I made the most of my journey and visited every official and unofficial institution as time allowed. While I intend to write a fuller, more detailed treatise on this client kingdom for the Imperial Histories, I shall begin with those subjects that most concern you and leave the traveler's tales for your own leisure.











Roger that! I'm going to begin working on a CS now. Hopefully you'll find it enjoyable :D
Interested in playing a Lord/Lady surrounded by the Eileanan conquerors- independent but in a precarious political position. Can you go into a bit more depth as to what is and is not under the control of the Empire? Like do they own the whole land, do they own it on paper but in fact it's more loose?
Edit: Unfortunately, I need to cancel this RP before it even starts due to IRL issues. My apologies to everyone who started working on a CS. If I'm able to restart it later, I will be sure to invite you back if interested.
Question: Is there interest for an Eastern/Western Front, or would ya'll rather keep things unified?
Nerd Hello Squirtle, I may be interested (if Takanis starts to go smoother)


Would be glad to have you, Empress ;)

As for everyone else, I'll post the initial OOC later today once I get it streamlined and have the Front Lines map created.
@golani I'm more interested in creative storytelling than I am in the minutiae of what is and isn't on the horizon, so realistically if you wanted to mix and match to your heart's content, I'd say go for it. But for the sake of uniform writing... let's just say biplanes are a thing and tanks haven't been invented yet? We'll put a hard stop at 1914 as far as the technology is concerned.

Like, the stat numbers will determine how well you do things, but if you'd like to have a Wyvern based air force that throws bombs or biplanes with mages that chuck fireballs, go for it. Just know that the numbers for stats will determine how effective things are.
Citizens of the Great Alliance of nations! Your governments, your gods, and your good countrymen need YOU! The forces of chaos and destruction arise in the Easterlands, an unrelenting horde of gibbering shadows and demons has arisen in the snowy wastes, and everyone is called upon to do their part to resist the encroaching darkness! From the great city streets to the far green countrysides, every mage and rifleman is needed to protect our way of life. Will you stand with shoulder to shoulder with your fellows, or will you shirk your duty and leave yourself and your neighbors exposed to the horrid menace of the Shadowlanders?

ENLIST TODAY!


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Hello, and welcome to a project I had in mind called A Jolly Good War. This project is aimed to focus on military (rather than political) writing, though there will be space for politics if one so chooses to pursue that route.

The basis for this project is one part World War One, and one part Warhammer Fantasy/Warcraft Two. Essentially, a Generic Fantasy World (TM) is being confronted with a Sauron-like dark lord in the east, but rather than being a strictly medieval society, this universe has gone through the Steampunk phase and is firmly on the way to dieselpunk, but magic still abounds. As this unrelenting wave of destructive armies have washed over one of the larger nations of the world and forced them into servitude within the Dark Lord's armies, the remaining societies have banded together to create a unified front to resist the tide and hopefully take the fight to a rumored Dark Citadel in the east.

The war proper has been going on for about 3 months when the game will begin, and the battle will take place in a region along a wide front (I'm touching up on an INkarnate map regularly as this idea has been generating interest in my head, and I hope to post it if enough interest is shown).

Players will command the army of their home region, contributed to the Grand Alliance and I, as GM, will throw curveballs at you guys to see how things play out.

Part of the conflict will be military, but another conflict source will be supplies. If someone wants to exploit any openings, you'll be drawing on a shared pool of "Allied Supplies" to do so. Supplies will regenerate at a fixed rate (depending on interest shown in this scenario) so it won't be finite. This might encourage conflict among your top brass but would also present a great opening for interpersonal writing and clashing combat styles.

A stat system will be used to help determine conflict outcomes and your army's abilities.






So. Any thoughts, suggestion, or interest?
In progress...

Neferher Dynasty

Species: Human/Construct

Culture and Society:

History:

Territorial Claims: The Neferher claim dominion over the entirety of the Sikhala River delta, from the hundreds of small springs in the north Savana, all the way to the Great Delta where sit the many palaces and Necropoli of the noble Hierarchs. Once, long ago, they held the grasslands far to their east and west. After successive wars which drained the magical capabilities of the land, these grasslands were reduced to salt wastes over which none but the hardiest camel and caravan might cross. The Neferher nominally claim these lands as their own, but have not lifted a finger to claim or defend them in centuries.

Economy: The Economy of Neferher relies exclusively on the river of Sikhala. The Sikhala floods regularly and such floods are rarely a surprise- thus farmers can plan their crops by the cycle of the river in the lowlands. Famine is unheard of in Sikhala and most of the Delta's exports come in the form of grains, fruits, and beers. Smaller luxury exports of gold nuggets and ivory from beasts comes from the upriver territories. Despite this natural wealth, the average Neferher peasant lives in squalor serving the Priesthood and the Pharaoh. Many who cannot afford to pay taxes must pay their tithes in labor, working on construction and maintenance of public works.

Army: The Armies of the Pharaohs are a fearsome force on the battlefield when they are called upon. They are not the most numerous- it is forbidden for common folk to bear weapons. They are not the fastest, as calling upon the army is a lengthy process that involves many rituals and the cooperation of the Priest Castes.

But the Armies of the Neferher are terrifying, for they require no sleep and no sustenance. They feel no pride, no anxiety, no jealousy, no fear. They feel nothing- because they are not human.



The warriors of the Neferher Dynasty are preserved beneath the sands of the Kingdom in ancient tombs, great constructs of stone and gold imbued with the souls of the Pharaoh's house guards in lengthy entombing rituals. Every generation a new batch of champions compete for this honor in festivals to the Warrior Goddess Nesp, the greatest among them are granted the honor of slumbering forever beneath the sands until they may be awakened by a descendant of the Sun God Irasha in their hour of great need.

To awaken one of these warriors will see the enchantments eventually broken and their soul freed to travel across the Ghost River, into the afterlife. Thus they are not awakened unless the need is dire, and only in such numbers as the Pharaohs and Priests deem necessary.

Navy:

Traits:

The Loyal Dead: The Armies of the Dynasty lie in wait, buried in great tomb-garrisons along the banks of the Sikhala- the souls of the loyal House Guards bound in these stone sarcophagi. They do not tire in their marches, they do not mutiny against commanders. They need not eat, sleep, or drink. So long as their priest commanders live, they will continue on their mission- and when the Pharaoh declares their campaign ended, the constructs disintegrate into dust.

Priest and Prince, in Accord: The Pharaohs of the Dynasty claim an unbroken lineage back to the Sun God Irasha, but much of their power lies in the hands of the mortal priesthood. The Priest Caste are the ones that perform rituals of Entombing for the great army, they collect taxes and tithes, and they oversee the harvests. While the Pharaohs may be the face of the Dynasty to the outside world, the priests ensure the kingdom runs smoothly- and command the Construct Armies in battle with their mastery of magic. The Pharaoh may awaken and dismiss the armies of the Dynasty- for their entombed souls owe their loyalty to Irasha and his Holy Line- but the Priests maintain their function on the battlefields. If the Priests and the Pharaoh do not agree on a military course of action, the armies will not march.

The Far Kingdom: The Dynasty lies at the heart of a vast swath of salt wastes, an oasis overflowing with food, water and magic- if anyone could only live to reach it by land. Because of its isolation, the Dynasty is comparatively backwards when viewed against the other kingdoms of the world and their economy suffers all the more for it.

Foreign Relations:

Rolls:

Land Area: 4 (+3)
Land Fertility: 20 (+4)
Development: 10 (-3)
Land Power: 19
Naval Power: 4 (+3)
Economy: 9 (+1)
Magical Reserves: 16 (-2)
Magical Sophistication: 15 (-1)
Population (Determined by other rolls): 12

Other:
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