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Interesting. Will there be events that affect the economy of systems/corporations?


You bet. Depending on the outcome of contracts, the colonies will be effected, either on planetary or system basis, or the colonies on a whole. Help secure corporate operations in one system, you can expect higher paying contracts by the corporation and in that specific system, reflecting the boost in corporate profits and the system's economy. On the other hand, let rebels gain too much ground in a particular system then expect effected corporations to fold, and the system be launched in economic turmoil.

Info Dump...

As mentioned above, war operations have been outsourced to private military contractors and professional fleet and armies operate for credits rather then for nations and ideologies. The once proud Imperial Navy, having become redundant, has been re-purposed to serve as a prison fleet. Those who commit major crimes are sentenced to serve in the Navy, fighting a perpetual war against the insectoid horrors that inhabit the Helix Nova Star System.



Here we have the Helix System, likely to be a popular area of operation for your mercenary company, given the crucial mining operations in the system, and the need to support Navy operations against the insectoids. Also, should you be arrested for a capital offense, you can expect to be serving in the Navy against the bugs.
So we here we are, only a little over a week from the blank canvas from where we started, and we have an amazing world shaping up. Four regions have come to life thanks to some pretty damn good writers, I must say, but we do have some blank space.

People have expressed interest but no one has staked a claim beyond the four claimed regions and there's some blank space on the map, so where do we go from here? I've been fleshing out my realms on the Wiki but perhaps its time to start talking about the RP we will be making. Hopefully it will drum up some incentive to get those interested to work on some nation sheets.
Here we have a rough draft of our Starmap..


Star Reach : Mercenaries


Hello and welcome to my game proposal that puts you in command of your very own mercenary outfit. This game will take place in a distant future where corporations have been allowed to run amok, and exert unbridled influence over the lives of the colonists. Warfare is now a privatized endeavor, with private military organizations waging war for profit. As commander of a military company your job will be to bid on contracts, relay strategy and orders to your men, and amass credits in order to upgrade your company and one day retire on an offworld resort as a billionaire... or maybe even carve out your own colonial kingdom and rule mankind. Dream big or go home, greenhorn! This life ain't for the weak of heart!

What will set this game apart from others will be the overall style. While you can IC as you like, the majority of interactions will be in the form of a fictional communication forum, where the Mercenary Federation will provide logistical data, post contracts, and offer overall support to you and the other mercenary commanders. News articles will highlight the goings on of the colonies and report mission outcomes.

Expect regular updates and a fun and ever changing story based on the actions of the player base.
Feel free to ask question and state your interest, greenhorn!

The Skinny...
~ A casually written and easy to follow story as told through news briefs and the merc comms.
~ An evolving sci-fi tale shaped by the players.
~ Frequent updates that advance the story and outline the success and failures of the players.
~ A unique style in the form of a mercenary forum.
~ Build your own private army to and work to bring about your vision for the colonies.
~ Military conflicts where you decide the best strategy and course for victory.

The Setting



How to Play



Statistics

Working on the wiki today... btw we have a wiki ;p
http://mythlands-rp.wikia.com/wiki/Mythlands_RP_Wiki


Icevein Bay

The geographically diverse region of Icevein Bay, commonly referred to as Azgard after the former empire that once dominated the region, is host to wide ranging terrain from arid badlands to lush forests, rolling grasslands to majestic mountain peaks, serene coastlines to frozen tundra. As one would expect, such a plethora of environs is host to varied flora and fauna. Many of the beasts that wonder landscapes around Icevein Bay are utterly terrifying.

Direwolf

While wolves are commonplace throughout the holds of the Azgardian Kingdoms, their ferocious cousins, Direwolves are quite rare, despite the numerous legends and folklore that surround the beasts. Direwolves are loners by all recent accounts, though legends dating back to the Azgardian Empire tell of packs of Direwolves roaming the wilds. Sightings and encounters place them in Everwinter Forest, though some unverified sightings have been reported in Icespring Forest along the southern border of the Azgardian Kingdoms.

Direwolves stand at around twelve feet high, and twenty-five to thirty feet long. They are strictly carnivorous and infamous for preying on large game and unwary travelers. A popular tale among the Azgardians tell of Pathar cursing the Azgardian King, Hethos Werewalker for his cowardice in battle, turning him into a fearsome wolf. Hethos stalked the countryside, visiting bloody death upon his enemies. Consumed by his new form, Hethos became more wolf than man, and bore a litter of the first direwolves.

Most Azgardian depictions of Pathos show the God of War flanked by Direwolves.

Shadow Wight

Shadow Wights are etheral beings known to stalk the burial grounds of the dead, typically at night. As legend would have it, Shadow Wights are lost souls lured from the embrace of Nergal by Anat, and taken to malicious deeds in life, and having to spend eternity cursed. Wights consume the life force of their victims, enveloping them in darkness and leaving a skeletal husk. Thankfully these beings never stray far from burial mounds and typically shy away from large numbers, only attacking the vulnerable.

Wights seem to thrive in dark places. Burial mounds and ruins tend to be common places they are found. They are weak, however, to light. Keeping a brightly lit torch is often deterrent enough to keep wights at bay, but beware of any gusts of wind, for wight's attack with the speed of encroaching shadow.

Wyrm

Wyrms are creatures ranging in size from a horse to a large whale, and can be found both on land and in the sea. Thought to be related to dragons, wyrms tend to have scaled bodies, which are incredibly difficult to penetrate. Razor sharp teeth and often with elongated horns, wyrms are a deadly menace, and a scourge to both sailor and townsfolk alike. For the most part wyrms are reclusive, and shy away from contact. If provoked, however, they have been known to attack towns, cities, and castles in their rage.

Little is known of wyrms aside from their destructive capabilities. They live deep in the ocean depths and in subterranean tunnels beneath the earth. Wyrms have been sighted all across Ice Vein Bay and seem resilient and able to thrive in all environments.

What is a good map editor that I can use to elaborate my land claim?


Autorealm is a decent map program, and its free. Personally I use Campaign Cartographer Plus, but its at least 40 bucks or something like that.
Leading Figures in the Azgardian Kingdoms




King Havard Grimblade of Reikhold and His Royal Sigil

A dour man, and proud. King Havard has ruled Reikhold for nearly twenty years, and in that time has gained fierce loyalty among his men due to his many victories on the field of battle, and his paternal, albeit strict, demeanor toward his soldiers. Havard and his army keep the Reikling and Orcish hordes at bay from their stronghold, Reikgard.



King Lodin the Young of Bronhold and His Royal Sigil

An arbitrary young ruler having just recently come to age, and largely content to leave the rule of Bronhold to his council. Having spent much of his young life under the care of tutors following the tragic death of his family, Lodin has been left largely isolated and uncaring for relationships and rule. Ambitious thanes within his court are all too happy to take up the rule of Bronhold for themselves.



High Priest Slyther of Mirrorhold and His Holy Sigil

Though an outlander to Azgard, Slyther proved himself blessed by Lysvita and rose in prominence within the Goddess' temple at Mirrorwater, becoming the High Priest and ruling over the kingdom as Lysvita's holy embodiment. Slyther is a shrewd man and pragmatic. He is often viewed as cold and calculating, but his affinity over the arcane has left little to doubt his favour among the Goddess.



King Skuld Oathsong of Easthold and His Royal Sigil

King Skuld is an ambitious man above all else. Over his ten year reign he has dismantled proud tradition stripping the rights of his thanes and assuming firm power within his realm, and it is thought that his goals do not end there. Reputedly a powerful mage, many whisper his sorcery are exaggerations, ploys to keep his thanes in check should they rebel. Skuld is believed to do anything necessary to maintain his grip on power and fulfill his ambitions.



Chief Cagan Trollbane of the Pale Orcs and His Loathsome Crest

Infamous for his murderous temper and the ferocity in which he dispatches his enemies, Cagan rose to prominence through a series of bloody trials that ensured no equal among the Pale Orcs. Known for killing a fearsome frost troll with his bare hands, few dare to tangle with Cagan. The Orc chieftain is a constant threat to the Azgardian Kingdoms, launching raids and disappearing into the Iceshield Wastes before they can be put to the sword.
Races of the Icevein Bay


Azgardians

Azgardians are a subspecies of humans. What differentiate's them from other humans are the physiological tendencies for them to be taller, with broader shoulders, and blonde and blue eyed. Azgardians abroad tend to be found in the various mercenary halls of the greater Mythlands, being renown for their martial prowess, as well as lending their skill in shipcraft at the shipwrights along the coasts of the continent. Generally known for being hot headed and boisterous companions, Azgardians are typically a welcome addition to any warband for their tenacity in battle.


Pale Orcs

Once a prominent power along the Icevein Bay in the waning years of the Azgard Empire, the Pale Orcs were eventually driven north by the remnants of the Azgard Empire. Pale Orcs, standing between seven and nine feet tall, with their unusual yellowish and white complexion, are a common sight within the Mythlands, though have a marred reputation much like the rest of their Orc brethren. They're typically found among brigands and pirates, and roaming warbands, though uncommon, have been known to terrorize the greater Mythlands.


Reiklings

Reiklings are an obscure race of beings rarely seen beyond the Iceshield Wastes of the northern Mythlands. Little is known of the beings save that they seem to exist in tribal states north of Icevein Bay. Horned beings, standing between six and seven feet tall, they're usually slender and known for being quick and agile, making up for their inferior strength. According to legends dating back to the Azgard Empire, Reiklings were the spawn of Atioch, and worship the Old Ones. This is impossible to know for certain, however, as communication with the beings has thus far been impossible, Reikling's seeming to be unable to muster little more then chortles, grunts and screeches. They're ability to coordinate attacks and work in groups belies an as of yet undiscovered method of communication.

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