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    1. Feigling 10 yrs ago

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ShinySurskit said
Kind of imagine it like Canada + Australia bonding together as one country working alongside England and the United Kingdom, I guess?


England AND the UK? No, no, no. England is part of the UK, much to our despair, until the Scottish independence referendum. Then, hopefully, they go free, Wales holds their referendum and goes free (they said they'd hold one if the Scots said "Aye") and Ireland unites with the rest of us, free of the oppression of London. Hell, we could move the border to Hadrian's Wall and claim Newcastle into the new Empire. Restart the British empire without the Londoners.

Is it obvious I'm not a fan of Westminster government? And for the Brits - Is it obvious I don't like Tories?
Rhymer said
Gunpowder is mainly used in naval battles but some infantryman might use them, much to the distaste of traditional knights. Muskets are not exactly in use, (although a character might invent it) but a precursor, the arquebus or harquebus, is similar. Arquebus' use a matchlock firing mechanism and are not very powerful, only capable of piercing plate armor at very close quarters. Larger ships cannon are capable of devastating barrages though.


Arquebi, we meet again.
In fantasy, things always get a bit woozy when guns get mentioned. They had to add DLC just to put crossbows in Skyrim. In Assassin's Creed, I just shot every guard instead of swordfighting like a good Assassin. In Shamer's Daughter (a book set in the Middle Ages) everyone used swords and crossbows. Hell, even in The Saga of Darren Shan, which is set in the modern day, they had to take an oath never to use ranged weapons.
I think it should be gunpowder, not magic, we should worry about becoming OP. And, as GM rightly said, the best way to do that is to make certain armour resistant to it. Same with magic, actually. Maybe light armour resists magic and heavy armour resists bullets.

I also think certain artifacts should be more powerful than people. For example, an amulet that makes the body immune to fire should not be bested by a spell cast by a fire mage, because you could always just stab the amulet wearer.
Brovo said
Feed a man a fish, teach a man to fish...A. Google [culture/species] name generator. ex: German name generator

B. Name your thing after a thing in real life. Ex: Kouri = Curry. Because Kouri is a fire mage. And curry is spicy.


Normally this is what I'd do, and I have several other characters in the same RPs that got their names through that i.e. "Weisse" means "White" and he is a coward (White flag, white feather) and Amy "de la Rosa" - "Of the Rose" is pretty but cold and bitter, like a rose with thorns. But this is one of those rare occasions where it's not working

A. A lot of the Germanic/Scandanavian names sound really harsh. I'm getting names like Eva, Hildegard and Gunilla that just don't fit the girl I'm trying to make.

B. Google translate is acting up and half the words I put in come back in English. I press theo "listen to" button to see if there's been a mistake in displaying it and all I hear is the English word said in a funny accent. So I put in related words like "destroyer" "mischief" and "demon" a I get a swedish or german voice telling me I have indeed put the words "destroyer","mischief" and "demon" into the box.
Either that, or they sound too similiar to English. The Italian word for Hell is Inferno. Destroyer in French is Destructuer. Even Japanese can't help, considering "Akuma" (Demon) is a Street Fighter.

Kestrel said
For the golems, either just name them golems, or try to figure out more cultural. Find a mythology or something, or pick a defining trait and mess around with google translate. Search for inspiration and it will come to you.

For the character; http://www.behindthename.com/ Knock yourself out.


Thanks for the website. I'll look on there.

As for the Golems, it looks like I might just have to. Google Translate is out of the question for the aforemention reason. But mythology... I hadn't thought of that.

Thanks for helping, both of you. You've helped a ton. Hopefullly I can find something to suit me soon.
Erm... This is a bit embarassing, but I need serious help.
I have a race of big, golem-style monsters planned as warriors for a future tech NRP that I'm a part of, and I've worked out their details - Culture, fighting style, names, etc - but there is one major issue.
I don't know what to call the race. I've tried looking it up and nothing seems quite right. I've ran entirely out of ideas. Can anyone help?
Basically, they live to fight. They serve their masters with uttmost loyalty on the battlefeild and are always looking for their next challenge. They even fight each other, though not to the death. They are rocky in appearance and huge in stature - about 7' tall. They fight using melee weapons when they can, but if they use ranged weapons it's typically a huge, two-handed cannon or minigun.

Also, I have a character in a different RP who is supposed to be a playful, mischevious girl who wears revealing clothing and gets into a lot of fights but acts a bit like a child - wolf whistling at attractive characters, giggling happily to herself, referring to fighting as "playing", calling her foes "losers" and "suckers" instead of more mature insults. She's about 17, 18 years old.
Similiarly, I don't know what to name her. I tried names like "Eris" and "Raven" but they sound too mature and dark, rather than impish.
This one is a fantasy RP, though, if that helps. I'd also rather make her name European - she was born in a Scandanavian-style country and raised somewhere similiar to Germany.

Many thanks.
Rhymer said
Update: This is getting to feel like world of war craft. I had initially hoped this would be a small-scale city-state sort of NRP, but with these large 'empires' this thing has sort of gone of on a whole different level. I do appreciate the enthusiasm tho :) . What I propose is moving this to Casual-RP section and dropping the nation stats. You would play as one or as many of your characters as you wish in a unique fantasy world. We would have to better define the state of magic use so no OP characters would come along. OR we can continue on with this NRP. Thoughts?


I'm up for either, so long as I keep my characters. Hell, they don't even need to be leaders of countries. I'll go with whatever anyone else wants.

As for magic, I like the idea of magical ARTIFACTS, but I don't quite know how to manage magical PEOPLE. But I think more people want to construct a good story than "win", so we shouldn't worry about OP characters.
Perhaps we could have some kind of magical restraints in place that harm characters that use magic to excess? I once read a book - I can't remember it's name - that had characters cast spells at the cost of their own life force. Mages were constantly quaffing healing potions and resting. Or maybe just limits on when spells can be used i.e. Nightmare from Soul Calibur should just be able to eat the souls of his victims, but that would be OP, so instead he has to fight them until they are either incapacitated or he can use his Finisher on them.
Burthstone said
He said he'd be back after the weekend, shush.


Enalais said
it's been a day dude give the GM some time.


Now is a good time to play the "first-time RPer" card.

Sorry, I just get a little antsy when there is no response quickly. I've been on some other forums and usually the rule is "if a day goes past without response, the thread has died". I guess it's different here. Forgive me.

Take all the time you need. Just don't take too long, I'm eager to get started!
So, erm... Is this still happening?
The Serene Empire of the Koninkryk



Political Status: New, Expanding, Aggressive
Current Political Leader: Waykin Al-Maera of Eris
Form of Government: Elitism - a council is formed on every planet that makes planitary desicions. They act in accordance to the "Creed", similiar to the American Constitution.
Total Population: 126 billion
Employed Population (includes military): 124 billion
Military Population (soldiers, militia, rebel forces): 12 billion
Brief Biography of your Political Leader:
Name: "Waykin" Al-Maera
"Our greatest weapon is our mind"
Age: "twelve moons above Aeon"

Gender: Male
Species: Chidam
Affiliation: Council of Eris

Looks: White fur. Notably blunter features than most of his race, and slightly shorter. Scrawny and thin.
Equipment: Golden Apple of Eris - A strange device made of a gold-like metal that is as tough as diamonds. It amplifies the psychic power of all nearby, allowing them to tap into things far beyond their normal capabilities, such as foresight. It was this that foretold of "The Great Silence" that weighs heavily on the minds of all the residents of the Empire

Personality: Serious and tired, Al-Maera worries about the future of his people. Since the Apple's warning of the End of All, he has not stopped working, to the point even minor psychic abilities are now beyond his grasp. With no psychic powers except those granted by the Apple, he is weary and tired, often falling asleep at inoppertune and random times. He is reliant on his guard, Gro'Khan, to watch over him as he rests, but even sleep is no safe haven.
Recently, Gro'Khan reported Al-Maera talking in his sleep and thrashing as though in pain. He claims that his master seems to beg for mercy from an unknown assailant, before screaming out that something hurts and that he wants his foe to "leave him be". Other occasions, Waykin simply gurgles and squeals as though finding difficulty breathing. Al-Maera claims to have no memory of his nightmares, only that they are "the most horrible experiences imaginable... Something I wouldn't wish on my gravest foe."
Despite this, he remains somewhat optimistic and wants only to save his people from their fate. Unfortunately, many believe he has worked too hard, and should stand down before he hurts himself.

History: As a child, Al-Maera liked to explore the world around him and joined the early Hava when he was old enough.
One of his assignments was to check out a cave that had been discovered. It seemed simple, but Chidam are paranoid creatures and would rather have someone say whether or not it's safe to do something rather than find out for themselves. Only he went down the cave, and he returned a man changed.
In his hands lay the Golden Apple. He spoke of a time when there would be nothing but ice and darkness, and every great empire would be brought to ruin.
His words instilled fear amongst everyone he spoke to, and it got so bad that local leaders demanded he either stopped or be banished.
But the general population trusted and believed Al-Maera, who had been given the name "Perhin" or "Prophet". The Apple revealed more secrets, but began to ask for things in return. It started off simple "Go here", "say this", "leave this place". It began to ask for more serious things, gifts and presents. It told him what to sau, what to do, when to sleep, eat and move. Knowledge was power, so he did it and learned many things in the process.
But he would never hurt his Kin. The Apple promised him the secret to stopping the Silence if he gave it a blood sacrifice. He refused, and informed the Apple he would not kill in it's name. The Apple has been quiet for years since then.

Notable Figures and their Background Information (brief):
Main Species Information:
Name: Chidam
Classification: sentient

Appearance: Chidam are small, cute, physically weak creatures with big eyes (usually shut as though asleep), short snouts, two cat-like ears, short fur and a long, thick tail. They have thin legs with somewhat large feet, thin upper arms with thick lower arms and five fingers a hand. They have three toes per foot, two at the top and one on the bottom. They stand about a meter tall.


Shared traits: Suspicious but inquisitive. They like to explore, but are afraid other creatures without their guards nearby.
Natural abilities: Psychic Powers - By channeling their own energy into a usable form, Chidam are capable of performing impressive and mystical feats that counter their physical frailty. These include simple acts, such as telekinesis and telepathy, as well as more complex acts such as teleporting and psycho-levitation. This is draining for the Chidam in question, and many who attempt to use these powers too often or to great extent may end up collapsing under the strain or "burning out". Rest, sleep and meditation restores their powers, but those who have "burnt out" need significantly more rest than those who haven't.

Lifespan: After leaving a juvinile stage after about 20 years, they freeze themselves in time

Relations with other races: Masters of the Carnaroth, Tyra and Evrys
Preferred occupations: N/A

History: Roughly 4,000 years ago, the exploration ship Master of the Stars landed on Eris, looking for a suitable planet to colonise. The Master's crew and captain were stunned by what they found and kept a note of the plants, ecosystem and wildlife.

"Eris has three dominant strains of creature. The most curious of these is the Chidam. This unusual beast has been the most reserved of the three, rarely coming into contact with crew or ship. What makes it so marvelous is it's ability to control the world around it without touching it. They are known to float weightlessly in the air, detect creatures without seeing them and vanish suddenly, only to re-appear later in a different location. They defy study, though they have taken a great interest in us and our equipment. On more than one occasion we have discovered objects missing that have fallen into the hands of the Chidam tribes. They can be seen picking them apart and putting them back together. This is truly remarkable, considering these creatures dwell in holes in the ground and scavenge for food. They do not even have a language, as they make little noise other than grunts and squeaks, yet they are intelligent enough to take apart and rebuild complex machinery.
What is truly curious is their passive nature. Unlike some species I could name, all three Erisians live in total harmony with each other. They eat the same food and claim the same territory, yet neither I or my crew have seen them fight. The young are known to play with each other and all races will happily share what they have, in terms of both food and territory. All three are not much larger than a meter, yet they control the whole of this planet"

Sadly, the Master of the Stars did not set foot on Eris ever again, and it's fate has been questioned by Erisians ever since it's departure

A note on Slaves: If anyone wishes to have a Chidam slave, as long as it is unrelated to the Koninkryk, you don't need express permission. However, be aware that relations with people, and empires, that allow such mistreatment of Imperial Kin will be icy at best.

Name: Carnaroth
Classification: Player-controlled, Golem
Appearance: Huge, about 8' tall. Thick-set and strong, able to lift lighter vehicles with ease. Some are fleshy whilst others are stony, depending on what they were made with. Designed as killing machines. All look very similiar, being bald, muscular and having solid color eyes. Have a large stone or exposed heart, depending on whether they are mineral or fleshy, that represents their "core". All have masculine features, but lack any gender.
Shared traits: Tactical and fearless. Refer to smaller races as "maggots", even their masters. Detest ranged weapons, prefering to crush or squeeze the life out of their foes with their bare hands or massive battle-axes. All are based on the same being, so all share the orginal's thoughts and personality.
Natural abilities: Immensly strong. Resistant to energy-based weaponry, fire and ice.
Lifespan: Do not die of natural causes. Can only be killed permanently by destroying their core.
Relations with other races: Servants and bodyguards to the Chidam
Preferred occupations: Warriors, bodyguards, executioners
History: Formed in the darkest labs of Eris, they live only to continue the survival of their masters. As long as their core remains intact, they can be reanimated by putting them in another body. They were formed to make up for the physical frailness of the Chidam

Side Species Information:
Name: Evyrs
Classification: NPC, Intelligent Animal
Appearance: Quadrepedal. Covered in short, brown fur, with a huge, fluffy main on males. About the size of a large cat. Short snouts, with large eyes and long ears

Shared traits: Curious and playful. Love being petted. Unaggresive, will only fight if cornered.
Natural abilities: Capable of learning speech. Cute, usually make good pets. Intelligent to a sentient degree.
Lifespan: Can be forever, if exposed to Erisian conditions. Can live for up to 300 years on other planets.
Relations with other races: Allied with the Tyra and Chidam, some are pets on other planets.
Preferred occupations: Pets
Master of the Stars' notes: "A lovely being, the Evyrs. We commonly see them playing with the crew.
They are fond of being stroked and petted, much like some pets back home. They are utterly fearless, interacting with everyone and everything without hesitation. They have a certain charm that makes them irresistable, especially to thefemale members of the crew. I have, on multiple occassions, been asked if we can keep some or take them home. However, I fear removing them from their natural habitat may harm both them and the planet's ecosystem.
They are clever, with great memories. The password lock on the ship's armoury, for example, has been cracked because one happened to see it's input. It worries me that we cannot insert passcodes in front of mere animals, but they have proven unaggressive so far, so perhaps my fears are unfounded.
Some crew members even report engaging them in conversation. They talk little of themselves, supposedly, but are always asking questions "What's this?" "How does that work?" and "What does this do?". I myself have heard what certainly sounded like speech come from one, but it seemed to struggle with our language and kept resorting to mewling noises and whimpers to talk.
They have little weight, so they can walk almost silently."

Name: Tyra
Classification: NPC, Intelligent Animal

Appearance:


Shared traits: Relentless. Upon deciding to do something, they will stop at nothing until it is done. Heaviest of the Erisians, which it uses to it's advantage.
Natural abilities: Able to run at lightning-fast speeds. Quick reaction times mean they can dodge most non-artillery hits.

Lifespan: about 200 years outside Eris.
Relations with other races: Allies to the Chidam and Evyrs

Preferred occupations: Pets, cavalry.

Master of the Stars' notes: "The most relatable of the Erisians, the Tyra is a striped, feline creature. They look somewhat reminiscent of Lynxes, but with larger ears and manes.
They are immensly proud, refusing food offered to them, but charitable, and they have little consideration for themselves, sometimes starving themselves to aid
Economic Overview: The economy is a confusing matter for non-Empire residents but simple enough for member states. Basically, small scale trading is practically non-existant. Small shops and stalls run, but use a primitive bartering system rather than monetary systems. Basic necessities (food, water, shelter and energy) are covered by the Council and public-sector workers get free homes and goods. The private sector, thusly, is miniscule and consists only of those who trade vanities and treats - sweet foods, pretty jewels and other such trivial things. On a larger, planetary scale, trading is frequent with non-member empires, but not for money, though that can sometimes be a part of the link. It is entirely for the furthering of science and the comfort of the dwellers of the Empire.
Example - Empire X has a lack of Elysium. Empire Y has large stores of Orichalcum. The Koninkryk has large stores of Elysium and desires Orichalcum. Koninkryk will sell X Elysium in exchange for X's currency. Koninkryk will then use this Currency to buy Orichalcum from Y and bolster their Orichalcum supplies.
This is generally considered a win-win-win situation, as all Empires benefit by obtaining resources to trade with or study. They have even been known to trade with criminal empires to gain resources, provided no harm befalls the Koninkryk or it's member states and partners.

Militaristic Overview: Military is divided into four divisions:
The Hava are in charge of transport, exploration and air combat.
When the Hava discover a planet or colony, they bring the Sura to negotiate with the new discovery. The Sura will discuss peace treaties, trading or even joining the Empire.
If an agreement is reached, then trading or treaties will take place as soon as applicable. However, some states are a little edgy around the Empire, especially those who have not encountered them prior. Then it is up to the Dunya, who also cater to the needs of their planet, to win them over with technology and inventions. They are to display the benefits of joining the Empire.
If the potential member is still wary, or worse, rejects any offers, then it is to be ignored until it does something to warrant attention. However, the Koninkryk is hyper-aggresive and will not tolerate foreign ships in its territory. More often than not, planets who break communications or reject any offers are ignored permanently.
Should the Empire be attacked, it is up to the Yangin to defend it. The also perform invasions and peacekeeping.
Once an empire threatens or attacks the Koninkryk, there is little mercy. All trades with them and any non-vital suppliers of them are stopped and the Yangin and Hava go on high alert. All Sura are pulled out of related territories. The Koninkryk do not attack but counter-attack, so they wait until the enemy attempts to invade before striking out. They will not call the all-clear until the threat either agrees to an uncoditional surrender or is eliminated.
Numbers are impossible to define, as all vehicles and aircraft are built and de-constructed as the Empire needs them. Troops, too, may be called in or sent away as the Council's dictate, making the army fluid and uncountable.

Political Overview: Politically, the Empire is strong. Every time a planet is conquered, a Council is formed to lead it. Only the council has a say in what happens to the planet, which is usually veered towards the interests of science and the slowing, preventing or reversal of "The Great Silence". They are decided before the planet is taken by the invading forces and take conrol of any Empire governed areas during the campaign of the planet. Councilors are amongst the wisest of Imperial residents and are completely incorruptible.
Home World(s) (with description):

Notable Planets (with description):
Number of Star Systems under your influence: 7
Number of Planets and natural satellites under your influence: 27 planets and 48 satellites
Number of Colonies under your influence: 36
Brief History of your Civilization:
Before the Founding, there was little focus on Eris. The residents were considered animals and the planet was rarely visited, due to its intactical position and ignorable stature. This was a haven for the natural residents, sometimes called Erisians, as no-one ever bothered them.

It wasn't until the Master of the Stars arrived that the planet began to progress. As the crew studied the plants and wildlife around them, the wildlife studied the crew and ship, sometimes taking things from it to take them apart and see how they work. It was this curious attitude and new knowledge that first made the Erisians look to the stars.

As the planet developed and built, a Creed was drawn up with laws to be adhered to by all Erisians, and eventually all of the Koninkryk. This creed effectively killed any thoughts of in-fighting dead, which allowed the members of the early Empire to progress at an insane rate. This gained attention from several nearby planets for this sudden and seemingly unexplainable development from animals into sentient and wise beings.
There were a couple of invasions, but these were beaten back by the united might of the Tyrans, Evyrs and Chidam. If anything, these invasions made Eris even more powerful, and even gave them their first spaceships. The Koninkryk had spacecraft before they had firearms.

The first planet to join the Empire was the nearby and unihabited Aeon. The year of this occupation is now known as The Founding, and is at the beginning of the Empire's calendar.

Now the empire has taken truly to the skies and has prepared itself for the years ahead.
But, no matter what happens, they will always work to stop the tragedy of The Great Silence.
Rhymer said
Good stuff guys, I should be back by Monday with an update. If nobody objects I will add your countries onto the map. Otherwise, feel free to download the map and shade in the area you would like to claim, first come first serve. I reserve the right to choose the 3 NPC nations of Ikvari, Peralt, and Valheim location. Should have those written up and posted by Monday as well. Have a good weekend :)


I won't be able to shade my bit of the map in. Can I just get a bit on the eastern island?
Nation Name: Akce

Ruler Name: Weiss Feder

Capital: Isbis

Population: 16 million

Races:
Kasif (Native)
Human
White Elf
Water elf
Shadow Elf

Civil rights: By law, everyone is required to treat others equally. However, this is rarely applied in practice. Due to the divided history of Akce, the Elves prefer to keep to their "home" region. Human visitors and explorers usually head straight for Isbis, which is renowned for its friendly and welcoming nature. Human settlers are typically treated with suspicion from elven races.
The Kasif, on the other hand, are a lovely race, who show great care and affection for everyone and everything. They are renowned for an almost nihilistic positivity - nothing really matters as long as it makes you happy.

Fashion - Scarce. The heat makes heavy clothing impractical, meaning most cloth is light and thin. Women often have bear stomachs and legs, with only genitals and breasts covered. Men typically go shirtless, or with light vests, and short legwear that rarely goes past the knee. It is not uncommon for children to go naked, especially in poorer families

Language - Akce, Common Tounge

Calendar - Daily: Most day jobs start around 8.00 am. This is also when schools start. Due to heat issues, it is rare for people to stay outside from 10.00 until 2.00. Most jobs and schools end around 4.00 though miners stay on until 5.00. Shops close at 8.00. Typical "bedtime" is about 11.00.

Weekly: Monday to Wednesday is typical working days. Thursday is a holy day, and Friday is a day off. Saturday is a half day, where work and school ends at 1.00, and Sunday is work as usual.

Yearly: Summer months are considered too warm to work or learn, so for the summer months most outdoor and public businesses close, as do schools. Winter also has time off - about three weeks during the coldest periods.

Religion - Extreme Humanism: Temples have been established to teach Akcians about the benefits of taking care of each other. Many great people are praised as Heroes, whilst the truly saintly are proclaimed Champions.

Art - Everywhere. Clothes, paintings, music, weapons. Everything is given some kind of artistic style or design, from the Leibwachter's blades and armour to the clothes that adorn the crowds to the coins you give to the few beggars that occasionally dot the street.

Law - There are a fair few laws upheld by all factions and Regents. Most come from the Sultan himself.
Petty crimes are small things that annoy and irritate, but don't cause lasting harm. This includes drunkeness, brawling, lewd comments in public and other such irritants. These are punished with small fines and warnings.
Minor crimes cause short term or easily fixed damage. This is mainly theft in all different forms, vandalism and tresspass. These are paid back through reparition payments and community service.
Major crimes include crimes of dueling, smuggling, assault, fraud and other high-damage crimes. These are punished by public flogging, heavy fines or a stay in prison.
Unforgivable crimes are those of evil nature that inflinct irrepairable damage. There are only three crimes of this nature - murder, rape and child-related crimes like abuse or youth prostitution. Perpetrators are executed and their names struck from history.
Prostitution is legal, if participants are willing and aware.
Age of consent is 15. This is true for intimate contact, alcohol, getting a job and other such age-limited activities
Alcohol above 75% is banned.

Government: Regency-dependent Sultanate

Influence - His Excellency, the Sultan has total control over the entire country, in theory. However 16 million people is a lot, so the land is divided into four regencies. The Silhuet control the regency of Kuzay, the Kayip own the regency of Bati, the Kurtadam own Guney and the Sultan has direct control over Orsey, which includes the capital of Isbis. Each Regent gains minor powers over the area they rule but ultimately answers to the Sultan

Important people:
Name: Sultan Weiss "Akcam" Feder the Peaceful
Age: Unknown even to him, but young.
Gender: Male
Species: Unknown. Has Human like features but is not believed to be one.
Affiliation: Sultanate of Akce
Looks: White skin, light blonde hair. Deep red eyes. Somewhat effeminate features, though he prefers the term "androgenous". Lithe and fit, but slender. Slightly shorter than most humans.
Equipment: "Feigheit" Shamshir - one of the only things he kept from his home country. Has the word Feigheit engraved in blade.
Golden Apple of Eris - an apple that appears to be made of gold, yet cannot be damaged. The word Kallisti is engraved in it. Other than the occasional quiver or glow, there appears to be little use for this strange device
Personality: Friendly but distant. He always looks like he is thinking about something far away. Has a habit of looking through people rather than at them. Shrewd and diplomatic, with a serious preference for peace to war. He often devotes himself to the study of the mysterious and arcane. Frigid and unflirty. Seemingly oblivious to others attraction to him. Very modest, hates people talking about his achievments.
And, of course, a total and unquestionable coward.
History: Pending

Name: Amy De La Rosa
Age: Unknown, but about the equivalent of 18 years Human.
Gender: Female
Species: Unknown, possibly the same as Weiss
Affiliation: Leibwachter
Looks: Scarlet hair, typically tied into two symmetrical curls, and red eyes. About the size of a young teenage human. Thin and graceful, like a ballet dancer. Practically flat-chested. Pretty in a cold way, almost like she's tortured by something she doesn't want to share.

Equipment: Albione - a rapier from her home country
Personality: Cold and distant. Devoted to her "lord and master" Weiss, willing to lay down her life for his in an instant. Fluid and graceful, speaking in a refined but quiet voice. Slightly arrogant towards those inferior to her. Nicknamed "Gece Kebek" by civillians. Never gets bored or impatient, but rarely smiles or laughs either. In fact, she rarely shows any emotions at all...
History: Pending

Name: Ruby Tas-Pietra
Age: 17
Gender: Female
Species: Half Kasif, Half Light Elf
Affiliation: Leibwachter
Looks: Dark red hair, almost black. Silver eyes. Human sized. Slim and agile, with cute features and lots of energy. Often seen with a smile on her face. Average bust

Equipment: Hilal Firtina - Two-handed scythe weighted in such a way that it can be weilded in one hand
Flintlock Pistol
Personality: Cheerful and optimistic, always looking on the bright side. Enthusiastic and strong-willed, but modest and level-headed. Tries to get along with everyone, but typically snubbed by full Light Elves, who refer to her as a "pathetic halfling" or "mangy crossbreed".
History: Unimportant

Name: Kral Golge
Age: 38
Gender: Male
Species: Light Elf
Affiliation: Silhuet
Looks: Ugly by most standards. Sharp features with a pointed chin. Scarred horribly in many places, including a burn around his left eye. Tall and muscular. Long black hair.
Equipment: Two handed sword
Personality: Malevolent, vicious and self-centred, with little respect for life and the people around him. Made rich by the mines, he believes himself second only to the Sultan himself, to whom he is a total sycophant. Like his grunts, he is formidable in close combat, and could probably best one of the weaker Leibwachter, but he is not, as he believes, the greatest warrior in Akce. Cocky, arrogant and lazy, he is feared by many and hated by all.
History: Pending

Name: Selfil Die Cannvar
Age: 38
Gender: Female
Species: Dark Elf
Affiliation: Kayip
Looks: Purple skin anf long green hair. Sexy but not necessarily pretty. Tall and slender. Large bust.
Equipment: Dual "Turret" four-shot pistols
Hidden blade
Personality: lewd and shameless, Selfil is not above degrading herself to the lowest levels to get what she wants. Armed with a toungue of silver and blades hidden in every possible nook and cranny, she has established a wide and feared orginization of the finest murderers and cutthroats out there. Arrogant, domineering and vulgar, she has proven to be quite the handful. Even the Sultan is afraid of her influence, and her frequent visits to Isbis Palace are getting more and more worrying for him.
History: Pending

Name: Kabus Ay
Age: 27
Gender: Female
Species: Kayif
Affiliation: Kurtadam
Looks: Like the rest of her race, she is pretty, but lacks any truly beautifying or impressive features. Dark skinned, with shoulder length brown hair. Small bust
Equipment: Turret rifle
Personality: Resentful but brave, the leader of the Kurtadam truly makes the best out of a bad bunch. Or at least, what she believes is a bad bunch. Despite owning the biggest and most interesting region in Akce, she still feels she pulled the short straw in terms of Regencies. She is pessimistic but friendly. She blames herself for her shortcomings, always feeling second rate to every and all others.
History: Pending

Trading - Imports: Trinkets, toys, foreign fruits.
Exports: Noble metals, steel, clothing, gems, silver, gold, fabrics, spices

Major industries - Mining is the proffesion of choice in the rocky Kuzay region. Gems and metal trading is also heavy and cheap here, for any would-be trader. Bati has lots of plantations, making the choice of farmers. Aspiring chefs should also pay a visit to this wealthy region. Guney has a vast mix of jobs, mainly buisness and foreign trading, but there are always a few jobs in the Kurtadam. Orsey is a great place for anyone, as there is a large market for traders, musicians, farmers, servants and land-owners alike. It is also home to the largest university in the nation

Currency - 100 Hindi = 1 Akca

Military
The elite defensive force is the Leibwachter. Loyal servants of the Sultan, they combine brute strength with ferocious cunning to produce the greatest warriors in the Sultanate. Their greatest issue is their numbers, which are... less than impressive.

In the north, there are the Silhuet. Tough, brave and strong, they have an almost fanatical devotion to their master. However, they lack the compassion and kindness required to keep the civillians on side, and they are practically brainless in combat.

The Kayip are in the west. The Kayip are a sneaky lot, often dressing as civillians and soldiers of other factions. They work in groups, slipping into crowds unnoticed before stabbing their victims in the back. Thus, Kayip controlled regions do not appear to have a military presence, but do not be fooled. One wrong move and that trader you were buying from, or that begger you walked pass could end up being your killer. As those who prefer stealth over direct confrontation, in physical combat they are weak. The often have to rely on numbers to gain the upper hand.

The Kurtadam rule the south and east. Their troops wear fair amounts of armour, with officers bearing more than grunts. Equipment is varied, however, and it is perfectly possible to see grunts with axes and broadswords next to officers with shamshirs, kilijs and even knives and daggers. This is because you are armed with whatever you are most proficient in, rather than having general equipment. Stong, but with questionable loyalties and mercantile natures.

Every one of the opposing factions will attack each other on sight

The Leibwachter have a fort in each major city. These are built in awkward, hard to reach areas, with only one entrance, high walls and rudimentary cannons. Even if the city is taken over by invaders, the Leibwachter will continue to farm, study and train inside these forts.

Landscape - It is very warm in Akce, but there are plenty of trees and tall plants to shade oneself with. There are many plains and grasslands, with lots of rocky outcrops that signify good areas for mining

Notable places: Pending

History: Pending

Wealth: 3 - Whilst there is a lot of trading and goods to be had, it is all centralised and washed through a number of fronts. Those who work for shops and traders rarely complain about wages, and miners and farmers get most of their material goods supplied as part of the job, but the jobless will have nothing.

Influence: 5 - The Sultan has been fair and just despite his youth, and he is backed by the formidable Leibwachter. His looks gather female attention, and his youth and naivety call out to the power-hungry. His orders are carried out quickly and unquestioned

Power: 2 at best - heavily split military and four different factions vying for control. The Leibwachter are holding their own but in-fighting is still going on.

Races
Name: Kasif
Classification: Unique
Appearance: Physically, they never seem to age beyond their 20's. They have large eyes, smooth skin and full lips, making them all somewhat attractive. They have dark skin but lack the features of dark skinned humans i.e. wiry hair, wide noses, denser muscle mass, strong front skull etc. Kasif females are typically small breasted, and all have small muscles and slender frames. Kasif also have yellow eyes, rather than brown or blue.
Shared traits: Kasif are friendly, cheerful, bubbly and talkative. They are slow to anger but quick to forgive. They can be a bit of a pushover, however, and can commonly be seen as slaves outside of Akce
Natural abilities: Lithe and quick. Naturally weak physically. Very intelligent - learn faster than humans.
Lifespan: about 150 years
Relations with other races: Friendly to all
Preferred occupations: Anything that requires intelligence or strategy. Do not enjoy physical labour
Famous people: N/A

Name: White Elf
Classification: Elf
Appearance: As the name would suggest, they are light skinned. Blonde hair. Tsll and thin, about a foot bigger than humans but only two-thirds the weight. Pointed ears.
Shared traits: Honourable but arrogant. Often claim to be superior to all other races. Prefer to use their brains rather than their muscles.
Natural abilities: Intelligent. Resistant to the cold, vulnerable to the heat. Burn easily.
Lifespan: 250 years
Relations with other races: Unfreindly to most. Tolerant of other elves
Preferred occupations: Mages, scholars, bookwriters
Famous people: N/A

Name: Water Elf
Classification: Incorrectly called Elf, as they are actually a type of Nymph
Appearance: Blue skin and hair. About a foot shorter than humans. No visible genitalia - only revealed when in use or if the Elf becomes aroused. Fin-like ears. Skin has a watery texture that makes the fingers feel damp

Shared traits: Charismatic and refined. Prefer to use their silver toungues to escape dangerous situations. Almost all are scared of lightning.
Natural abilities: Water breathing. Immunity to damp related illnesses. Resistant to poison, but not immune.
Lifespan: Unknown, but assumed to be longer than a human's
Relations with other races: Friendly to water-dwellers. Scared of tall creatures.
Preferred occupations: Fishermen, diplomats, traders
Famous people: N/A

Name: Shadow Elf
Classification: Elf
Appearance: Human sized. Elven ears. Purple, grey or dull blue skin. Hair color is typically brown or light purple.
Shared traits: Shadow Elves are Jacks of All Trades. Whilst they are naturally light-footed and agile, they can prove powerful warriors if correctly trained. Many are resentful for their cruel treatment at the hands of humans and other Elves.
Natural abilities: Light footed and agile. Resistant to heat but vulnerable to the cold
Lifespan: 250
Relations with other races: Unfreindly to humans. Aggresive to elves. Suspicious of all others
Preferred occupations: Any
Famous people: N/A

WIP
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