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I believe we have enough interest to go ahead with the process of selecting players and map-making. I don't intend this to be a first come first serve as far as players, but rather I shall choose those whose Nation Sheets will be a better fit for this world, and who seem to have more heart invested in their nation and characters. I'll leave sign ups open for a couple of days before I choose. This will give me time to finalize the map as well.

Please use the following application:


Sounds good. Do you want help with the mapmaking? I'm a fairly experienced fantasy cartographer. I'd be happy to make a more detailed world map based on the one you provided.


I appreciate the offer, but I have a pretty good map-making program I like to work with.
I appreciate the interest! Just to give you guys a little more information on the world of Crypso, you should know that it is much like Earth. It is temperate, with the four seasons of spring, summer, autumn, and winter. The two continents lay on the northern hemisphere with the northern reaches perhaps experiencing colder weather, and more hot and arid in the south. This is just generally speaking though, the actual terrain within the landmass is up to the players.

Once I'm ready to begin the map building process, I'll enlist descriptions from you guys so I may begin filling in the map with your geography and civilization. Likely have each player provide three sub-regions, each with a major and minor settlement. So think about how you want to carve up your kingdom and what the terrain will look like. Will you rule a mountain kingdom of sprawling underground cities? Will a serene landscape of rolling hills and river valleys be your domain? Or perhaps a hostile volcanic Ashland will by yours to dominate. The choice is yours, simply describe what you want, and I'll make it happen with a finalized beautified map.

As you may have guessed, weather in Crypso is volatile. One of your greatest enemies in the game shall be mother nature who will unleash upon the kingdoms with different degrees of ferocity, and hopefully give a sense of helplessness upon this rock. There will be many NPC factions as well who represent the splintered remains of the old kingdoms from before the cataclysm. These NPCs will be mercenaries, nomads, bandits, and exiles. They can be friends or foe, and manipulated by the player base to target a rival.

Kingdoms of Crypso




Nearly one thousand years ago the world of Crypso was struck with a devastating disaster of global proportions. A massive continent known as Pangea was home to numerous races and many benign and power hungry kingdoms. The peoples of the world forged peace through the quill and the sword. Wars were numerous, and it seemed that the races of the world were their own greatest enemies, until the Great Cataclysm came.

On the day of reckoning, the seas churned and boiled, sinking the coastlines in fuming waters. Great rents opened up in the cryp, swallowing entire cities and spewing out fiery magma. The sky rained down fire, rendering civilizations into dust. It was as if all the world was coming to an end.

In the aftermath, much of Pangea was now broken and sunken under the sea. The great land is now split into two continents with the last survivors of the world. To the east is Greater Estros, and Pangea Minor to the West. Upon the ashes of Pangea, great kingdoms rose once again, piecing together what remained of their broken people. For the past millenia, these kingdoms have been concerned with consolidating their own power within their corners of the world, living a largely isolated existance. Now, their power strong and civilizations rebuilt, the Kingdoms of Crypso venture out into the wider land, to claim their place as the greatest kingdom of all the world.

It is the spring of year 999 After The Great Cataclysm and the once isolated kingdoms stand poised to forge a new place on the global stage. This is their story...

Crypso



***


Welcome to the reboot of Crypso, a former game I ran here that RL prevented from getting off the ground. Crypso is an empty world waiting to be fleshed out by a small group of writers. My intent here is to gauge interest among the community for a low fantasy game where the lore, races and cultures are created by the players. The overall premise is a medieval low fantasy world where 3-5 kingdoms manoeuvre for dominance. The political structure, races, and culture of these kingdoms are determined by the respective player.

Featuring
~ Weekly updates
~ Light stat system that ensures no two players are exactly the same.
~ Player free to establish lore, races, cultures, and terrain within their borders
~ Ruler trait that caters to your play style, whether it be through war, plots, diplomacy or economy
~ A World crafted by the input of the players.

Sign ups
If you are interested, here's a look at the nation sheet that will hopefully give you an idea of what kind of nation you would like to build..

Nation Sheet



I shall explain more as I gather interest. Feel free to ask questions.
Hm. Not the interest I was hoping for, but then again I am an unproven GM on this site. I'd still like to run this game but perhaps now isn't a good time. I'll try a more free-form fantasy setting for now, I think and see if that is well received. Thanks for checking this out, guys, we'll try again later unless more interest is shown.

Zi Vodak

A Larder Raided


Along the western mountain range overlooking the Isenmouthe stands the fortress of Durthang. Built by Gondor in the days of old, it stood as a guard against Darkness' return. Taken and defiled by Sauron, it is now a mockery of those early intentions. Nothing more then a marshalling ground for the armies that would wage war against the realms of Men. Its dark and foreboding towers blanketed by centuries of ash from the fumes of Mount Doom, it thrusts into the abysmal sky like the bones of the mountains. With the defeat of Sauron, the shrill cry of Nazgul from it's darkened towers is replaced by the bite of steel and howl of Orcs. War has never left this place, and within the shadowy corridors, it's inhabitants turn on each other. For Durthang is a cursed place. It's stones thirst for blood and they will not be sated.

The main keep of Durthang stands several stories high, raised up upon a mountain foundation with a narrow path winding up from the Isenmouthe plain. Catacombs and a vast tunnel network descend the mountains depth and spread throughout the mountain range with openings on either side. A semblance of order could hardly be claimed within the fortress as factions battle for control.

Claiming lordship of the Durthang is a Uruk of fierce disposition. An oddity since spawned, the Uruk Captain Gorgul was born with white skin in stark contrast with his brethren. Earning scorn in his youth, Gorgol persevered over adversity to become an especially brutal Orc, earning him fear and respect amongst his fellow Uruks. The many Morannon Orcs and Snaga that inhabit Durthang endeavour to be free of his wrath. Those who displease him do not do so again.

It is no surprise then that panicked words of Gorgol's coming leaves the halls preceding the captain empty. The albino Orc walks with severe intent and a scowl spread across his lips. Behind him is his lieutenant, Yaz. A Black Uruk with a mane of spines he wears around his neck and shoulders, fashioned from the bones of fallen enemies. They come to a door and heave it open with such ferocity it shudders and nearly breaks into splinters.

Inside the chamber bodies lay strewn about and splatters of black blood decorate the walls in grisly fashion. Cracked urns and broken crates litter the room, and once there were supplies was now death. A small group of snaga sifted through the dead and debris, shrieking and scattering from Gorgol's entry. A squat Morgul Orc with cruel slanted eyes watched over the goblin slaves. He lowered his ears and whined through his tusks as his captain entered.

"Arms-master!" Barked Gorgol as he stroke into the room. "Report!"

The Morgul Orc kept his gaze to the floor as he turned to face the Uruk captain. "A raid, Captain. The swine left nothing."

Gorgol narrowed his eyes at the lesser Orc. Yaz stepped into the room, his keen eyes looking around as he ventured deeper, the snaga giving him a wide berth. "Who?" Gorgol asked the arms-master.

"I do not know, Captain." Whined the orc. "I'll find them and gut them!"

Gorgol back handed the Orc with fearsome strength, knocking him the ground. Gripping his face and leaning down toward him the captain growled, "I'll gut you! What hole did you hide during the attack?! Why do you breath my air while they lie dead?" Gorgol pointed to the dead strewn about the chamber.

"I was patrolling, Captain. I have three larder's under my command, I cannot be everywhere at once!"

Gorgol released him with a sneer, turning toward his lieutenant. "Yaz?"

"This wasn't the work of the Hasharin." Said Yaz, leaning over a dead Orc. "Not a spec of mans-blood. I don't recognize this lot."

"They're not of my charge!" Pleaded the arm-master, hoping any help he could give would spare his life.

"This is Ufthak's work." Yaz concluded. "The Hasharin would not attack such a fortified position, the coward."

"I will skin his hide!" Gorlog growled, clenching his fist.

"Shall I prepare an attack?" Yaz questioned.

"I will not send another blind charge into those forsaken tunnels. Get a scouting party together. You lead them. Return with were Ufthak cowers or do not come back at all."

Yaz grunted an affirmation before looking at the trembling Morgul rat. "And him?"

"This is the third storeroom they hit in as many weeks. The band has grown complacent. They need a reminder of what should happen if they fail me. Take him to Bolg." The Uruk lieutenant seized the underling's ankle, and dragged the shrieking failure away to meet his fate at the hands of the marauding demi-troll.

Very nice opening. Short and sweet. I'll have an ic up soon.
Hello, and thanks for checking this out. I'm trying to get a SOIAF game going set before the events of the books. Nine players would be ideal to represent each Great House. I posted on the NRP sub-forum, but with only a couple nibbles, I thought I'd try here.

The Flames of Fate




It is the year 171 of Aegon's Landing. Baelor the Blessed has just passed, leaving behind an ailing realm from years of mismanagement. The Faith of the Seven has been empowered to rival the King and Lord Paramounts, and rumours abound of a King Beyond the Wall threatening the Night's Watch. King Viserys, successor to Baelor, though a seasoned statesman, is already in his twilight years, and some doubt the ability of his son and heir to rule. Though Dorne has been brought into the kingdom through marriage pacts, the memory of the war ten years ago hold firm, and tensions exist still. Most distressing of all is the state of debt the Kingdoms find themselves in, owing a great sum to the Iron Bank of Braavos. The old maxim is whispered in the annals of power bringing with it a tinge of fear; The Iron Bank always gets it's due.

Featuring
~ An eight player roster to represent the great houses of Westeros.
~ The freedom to forge a story of the internal struggles facing your dynasty.
~ An overarching story to drive conflict.
~ A light stat system where players can attempt to improve their population, military, navy, and income through orders.
~ Weekly updates to represent the passage of time and player orders.
~ Character traits that give a bonus to order types, ie Tactician, Diplomat, Schemer, or Steward.
~ A wealth of NPCs to manipulate, threaten, and befriend.
~ Varied realms that offer their own rewards and challenges.
Such as The North - Sparsely populated but a battle hardened people.
The Riverlands - A well rounded people with access to bountiful farmlands and trade upon the Trident.
The Vale - Located in a highly defensible mountain range, but under constant threat from mountain clans.
The Iron Isles - Sparse population but an immense navy.
The Westerlands - Access to the greatest reserve of gold deposits in the Kingdoms.
The Crownlands - Well rounded with farmlands and ports for trade, the seat of the King and Small Council.
The Stormlands - Battle hardened people but with hazardous coasts making it impossible to put a navy to sea.
The Reach - Breadbasket of the Seven Kingdoms making them populace with the largest army, though complacent and lacking the will for war.
Dorne - Located in the strategic Arm of Dorne that is highly defensible, but coexist with the other kingdoms under high tensions after they Young Dragon's war.


For more on SOIAF lore, check out the wiki here: http://awoiaf.westeros.org/index.php/Main_Page
I appreciate the interest. The beauty of this start date is the lack of canon lore, so we have a lot of freedom to create our own characters and form our own version of westeros going forward.

Depending on how you guys play we could have the iron bank posing a serious threat, antagonize the free cities and the Kingdom of the Three Daughters could rise again. Should the High Septon be made a threat then the faith militant will make a comeback. Let the Nights Watch continue its decline and the King Beyond The Wall will strike.

Lots of fun ahead.
Ah excellent. We're more formidable then I thought. Man-flesh for everyone!
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