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    1. HazmatMedic 11 yrs ago

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HounderHowl said
And has what about your peeps/miiine


I presume you mean me?

We aren't human either, but i'm happy with us being allies. Or enemies, if you prefer.

So Boerd said
Now we get into determining military outcomes and working out battles, which is not for now.


There are 10 things that determine the outcome of a battle, of any battle. This RP is no different

1. Unit size - units with lots of soldiers can outflank, outmanouvre and overrun the opponent with sheer numbers

2. Unit type - Spearmen are typically trained to hold enemies at a distance, and archers don't let their foes get anywhere clode to them. Consider what a unit is trained to take on and what could easily take them out. Also consider the race of the unit you fight - some races require a little bit extra by nature to take out.

3. Terrain - As a rule, forests and valleys favour small units, and are great for defending. On the other hand, bogs make it hard to run away, but slow the attackers advances, and hills and mountains are probably the best terrain around for attackers and defenders.

4. Weather - Hot weather is bad for metal armour, sunny weather can dazzle archers and fog can effectively turn a battle into a deadly game of hide-and-seek.

5. Position - units ready to attack will struggle to defend themselves, just as units who have dug in for defense will be confused with a sudden order to attack. Archers favour high ground, whilst horsemen prefer low, flat ground.

6. Skill - Simple, this. Soldiers who are well trained do better than those with little training.

7. Experience - Veterans naturally pick up tips and tricks on the battlefield that recruits won't know. Those who have been in more fights know more about fighting.

8. Mindset - why are you fighting? How do you fight? What is your goal? Those that fight out of defense and protection have a natural advantage over those who simply wish to pillage and enslave. Slaves fight, usually, out of fear of their masters, which can be worse than fighting for the sake of fighting. Also, how much faith do your troops put in their general?

9. Equipment - Sharp swords and pointy spears are better than dull swords and blunt spears, but remember who you are fighting. Spears are great at taking out cavalry and hammers can shatter heavy armours with ease. Sometimes, you can't win simply because you don't have the right weapons.

10. Tacticianship - you could have the best army in the world, but if you order them to do something that they cannot or should not do, you could throw away the entire battle.
Alright, I'm back! And I have a new rule:

Remember NPCs. NPCs can be enslaved, killed, pillaged and all other atrocities you can think of without prior consent. This gives us a pool to draw from and add to without debates like the Boerd/Raptor thing. Maybe Raptor or Boerd can make a NPC race they can both enslave! What fun!

This does mean to do something with Sentient beings, you need to ask the owner. And if you make a NPC, be aware it is open to everyone - anyone can encounter a member of that race without your consent.
Also remember the "Empire" idea - A NPC you spawned is yours. If you make a nation out of NPCs, they are yours to play about with and yours only. Also, if you have given consent and allow a race to dwell in a nation that is not yours, the nation-owner has rights over the race-owner when it comes to members of that race in his nation. But he cannot change their personalities.

Example: Naqar are Sentient. Gretchin are NPC.
The Gretchin can be used by anyone, live anywhere and have any personality.
However, Nation X is owned by User Y. No-one may RP as a Gretchin that Y has spawned. If Gretchin do not naturally occur in X, no-one can RP as a Gretchin who lives in X without Y's consent.

Naqar are owned by Haz. You must ask Haz's permission before you put the Naqar in your nation's demographics.
But, if you DO have permission, you can spawn a Naqar in your nation, and you have control over them - Haz can protest, but as long as there is no godmodding (eg. causing a Naqar to give away vital secrets about Naqah's defenses), they are yours. But any Naqar Haz or any other player spawns will not be yours to control.

I will put up two NPC races from tattered empires. Feel free to mess them up as much as you like.

How does that sound?
Gah!

Look, I really want this thread to continue. I'm sure everyone does. And we were doing so well.
If Raptor and Boerd can work something out, great. That will be the best outcome for all involved.
If not, one of the two of you will be dissapointed. I won't say who (That'll just stir up more hostility) but in the meantime, can I ask that Boerd remove the Iorenvolk from his racial demographics?
LadyAdanae said
Disregarding the... situation... that was unfolding above and bringing things back on topic a bit, could I just confirm that you're still accepting?


If you can find a free bit of land, go ahead : )

On the issue of slaves: Can it be presumed that there could be members of your race that don't dwell in your country? Could members of your race never be discovered outside your country or without official protection? Or perhaps the government sends criminals as slaves to neighbours for a small pile of money or supplies?

Raptor: Answer the above questions
Shimms/Alf: I do not see how this issue concerned you in the first place. Please, only bring up issues relevant to your nation. Pretty please?
Boerd: It is preferable if you ask before slave-taking. I would rather you sent a PM to Raptor first, or asked him in the thread so we could all see.

Boerd, Alf, please stop arguing. I can see this is a rivalry from an RP long ago, but I need you to drop it. The past is the past, and as JFK said "Those who look only to the past, or the present, are certain to miss the future"
He probably didn't say that, but that's beside the point. New RP - New issues. Bury the hatchet.
Darkraven said
Oh okay, but anything exposed to Daemonrexa will mutate into a hybrid between the two species. This includes animals and plants. It would be interesting to see what would happen once constant contact is established.The Daemonrexa are a cousin species to the Tarix-Na. Due to mutations eons ago, they are able to exchange DNA with other living organisms. While their own DNA has eventually stabilised after enough exchange with humans, it's not so much for other species- and Daemonrexa continues to mutate them. This is done through pheromones, particles, physical contact, consumption of their food, mental marking, with each new factor introduced hastening the process. Within weeks, a human or elf would become a Daemonrexiac.


Eek!
That's quite a powerful ability! That severely limits trade and cross-species interaction. Could it be limited to continual contact? It means that the rest of us don't need to worry quite as much

Edit: Ah, it's already limited to continual contact. I got a bit worried for a moment
wernher said - Naqah: Unknown Nation (Neutral? Did we make first contact?)


Neutral, definitely. Would you like to have already made first contact, or would you rather wait until we've started?

Cosmic Fury said
Naqah -- NEED CURRENT RELATIONS----- Chances are that the Ralgons have conducted extensive sea-borne trade with these people. However, they haven't deemed it wise to form military relationships with them, seeing as most of their strength is centered around controlling the land through the use of land forces, rather than strong places and strong navies.


I think we'd be cordial, but my nation isn't very powerful in the ocean. I'd be relying on your ships to protect my merchants
Out of a max of 10,000,000?
I would have thought everyone would go for populations of 7,000,000 or 8,000,000. I was trying to keep it small.
Nation Name: Naqah

Flag:

Region on map:
Outlined in light blue, near the bottom.

Capital: Drakar

Capital Population: 230,000

Other Major Settlements:
Niraph - Birthplace of Lord Lyrus
Arakion - A central mountain village, responsible for the majority of the mining industry in Naqah
Tapira - The woodcutter village, know for its high timber production

Population: 3,800,000

Racial demographics: 80% Naqar, 20% others
Social Dynamics: Everyone is meant to be considered an equal, but women have edged themselves into more important positions than men.
Foreigners are treated with respect and there are 'free religion' laws in place to protect all non-violent religious groups.
Poor families are typically absorbed into richer families as workers. Richer families make money by selling the things their workers produce, whereas poorer families are paid wages.

Fashion: Lower class males can typically only afford tunics or even loincloths, whereas lower class women wear summer dresses and sleeveless vests. Upper class men tend to wear chitons and robes, and upper class women wear long dresses.The leader of a family wears a cloak with the family insignia on it

Calendar:
The Summer Festival - The first day of summer is celebrated with dancing, feasting and drinking
The Winter Solstice - the shortest day of the year
The Autumn Equinox - also known as the Harvest, this is the last day the farms harvest their grain.

Art: The only major form of art is the beautiful and intricate carvings that seem to cover houses, stones, weapons, armour, tree branches and many other things.

Law: Crimes are divided into four types: Petty, Minor, Major and Military.
Petty crimes are things like harassment, theft or pickpocketing are paid back via fines and compensation payments.
Minor crimes include assault and fraud and are paid back through either community service or temporary thrallship.
Major crimes like murder or rape have a six-week grace period where the accused can prove their innocence. Failure to prove your innocence results in a hanging or beheading. Rapists and child molesters are consider evil and vile, and are typically mutilated before they are executed.
Military crimes include deserting or stealing military equipment. Military crimes result in being demoted, or being sent to the mines to help supply the army.

Education: Most of the population can read, write and count, but only to a basic degree I.e. "This is common way to sentence write". Most jobs give education that will aid work when one gets employed. Nobles are educated privately by tutors.
Type of Government: Benevolent Despotism

Influence and relations: Palmydia - Freindly
-Sea-based trade between Naqah and Palmydia has contributed to a cordial attitude to the northern nation. The Republic is content to deal with Naqah, although the political landscape of the far south has yet to gain any real attention from Palmydia. The border of Naqah is the farthest southeast most Palmydians are willing to travel, and the trade route is carefully patrolled considering Xai Qian’s proximity. Naqah itself is perfectly happy to trade with the northern nation, but lacks any major naval defences, forcing trade ships to rely on Palmydian patrols to protect them.

Naqah is famous for its "armed neutrality" in that it will not get involved with wars until it comes under attack.

Important People (all marriable):

The important people of Naqah are all members of House Crowthorne, and reside in Crowthorne Keep, at the north of Drakar. The Keep is under a state of lockdown - no-one bar important emissaries and messengers get in.

High Lord Lyrus, 24 - Arguably the most powerful member of the House, Lyrus spent his early years in Niraph. Due to the intense secrecy of the House, it is not common knowledge how Crowthorne found Lyrus, or why he seems to dissapear from Niraph aged 8 only to miraculously reappear as High Lord aged 22. What is known, however, is his sheer paranoia. In his rare public appearances, Lyrus can be seen wearing a full-body suit of steel - yes, hyper expensive and rare steel - armour, complete with face-mask. He has known to be kind to his citizens, passing laws that enforce minimum wages, worker fair treatment and widespread equality, including the well-known "Free Religion" act.
Recently, however, Lyrus has begun to suffer vicious and maddening nightmares, a fact that has somehow escaped the keep. Many believe the kindly Lord has lost his mind, wheras others use it as evidence of supposed mistreatment at the hands of the two Ladies, Luna and Aelia.

Lady Luna, 24 - The subject of many rumours, Lady Luna is a force to be reckoned with. With a third of the military at her fingers and a heavy influence on the day-to-day runnings of Naqah, what she wants, she gets.
Keeping with the secrecy of Crowthorne House, little is known about the woman herself. The rumours, though, are wild, including but not limited to: Having contact with the gods, being part Wildling, having a pet Vryhel and, most degradingly, forcing an intimate relationship upon other members of the House, including Lyrus himself.

Lady Aelia, 27 - whilst less powerful than Luna, Aelia is typically the more loved of the two. Civillians and nobles alike seem to enjoy the presence of this classy, refined Lady. Her natural talking ability has earned her a respect rivalled only by Pinkara and Lyrus.
But even Aelia has enemies. Recently, rumours have been spread through the villages that she has abused her young superior, both physically and mentally. Those who believe and spread these rumours point to Lyrus' nightmares as evidence.

Lady Pinkara, 25 - Every family has its party animal. Pinkara is well known for being a bouncy, excitable young elf with a thing for parties. The only member of Crowthorne to be commonly seen on the streets of Dakar, she is the one who commandeers most of the festivities. Some foriegn ambassadors, and even Wildling chiefs have found themselves falling in love with the happy, bubbly Lady.
Of course, she too has a dark side. She has a discomforting habit of carrying a variety of weapons around, including hammers, bonesaws and medicines and poisons. Once, she was taunted by a Wildling warrior, who mocked her cheerful nature and small stature. That Wildling vanished that night and reappeared the next day, horrifically mutated and mauled. And dead.

Lord Tailin, 23 - known affectionately by the population as "little wolf", Tailin is the ultimate coward. He sleeps in the servants quarters, refers to other House members as "My lord/lady" and only talks when spoken to. As of such, there is speculation over the legitimacy of his Lordship.
However, his cowardice has proved attractive to some power-hungry nobles and foriegn leaders, including several Wildling chiefs, as they think this weak Lord is a quick way into House Crowhorne.
Tailin, however, disagrees. Due to the current laws in place, Tailin must consent to marriage and officially proclaim a suitor or suitoress Lord or Lady. Naturally, he has said "no" on all occasions.

General Karus, 32 - Leader of the Soveriegn Guard and Imperial Legions, Karus is a tough, loyal and intelligent warrior. He can typically be found training in the barracks.
Trading and tax: Heavily import any silk, linen or other clothing and heavily export timber, iron, steel and bronze. They are willing to trade supplies for food or clothing. All military units are available for mercenary work.

Major industries: Timber, iron, steel, meat, game, fish, bronze, tin, titanium, gold, silver, Electrum, copper, semi-precious gems, mercenary work

Major Associations: N/A

Currency: The Naqah Keter
Military -
The military is split into three sections: The Royal Regiment, which wear green, The Imperial Legion, which wear red, white and yellow and The Lunar Guard, which wear blue and purple. They are trained independently and fight seperately of each other.

28,000 Warriors - reinforced leather cuirass and greaves, bronze pauldrons, vambraces and boots. Steel Scimitars or Hand-axes, round shields. Well trained and sturdy, but inexperienced

19,000 Mounted Warriors - Same as Warrior, but unarmoured horseback. Carry long spears to deal with other cavalry at the price of using Celtic Swords rather than Scimitars or axes.

18,000 Elites - Bronze cuirass, helmet, pauldrons, vambraces, greaves and boots. Steel Kukris and round shields. Well trained, loyal and experienced.

22,000 Imperial Guardsmen - Similiar to Elites, but with Katzbalgers or Morning-stars rather than Kukris. Well trained and experienced, but somewhat shaky on the battlefield.

22,000 Luna's Chosen - Similar to Warriors, but with two Celtic Swords rather than a sword and shield. Loyal but inexperienced.

15,000 Immortals - Same as Elites, but wield a two-handed weapon (either club or sword). Loyal and experienced, but bloodthirsty and savage.

26,000 Archers - Reinforced leather curiass, vambraces and boots. Bows and steel arrows, with iron Celtic Swords for melee. Accurate, but poor physical fighters.

150 Soveriegn Guard - Helmet, face mask, curiass, pauldrons, vambraces, cestuses, greaves, boots, longsword and tower shield, all made of Orichalcum, a lightweight yet powerful metal. They are well trained, agile and accurate with an array of weapons. Soveriegn Guard are the finest in the Naqah military, but cannot be found outside Crowthorne Keep. On the converse, they are the only guards found in Crowthorne Keep.
Landscape: The north and south borders surrounded by mountain ranges, and the middle of Naqah has a mountain range running through it. What isn't mountain is forest, bar the few areas cleared for planting crops.

Wildlife: Predominantly large herbivores like horses and elks, but there are a few bears and wolves.

Notable places:
Whiteleaf Forest - a huge forest that spans a fifth of Naqah unbroken.
Mount Cairas - The massive central mountain that is chock-full of ore and gemstones

Summary: Pending

History: Pending

Strengths:
Plenty of material
Insanely rich
Powerful upper class
Lower Class is well kept
Enough food to feed the population
Very defendable

Weaknesses:
No major cultural influences
Only one major city - everywhere else is a fortified town or village
Hard for lower classes to rise to high places
Divided military
Mercenary work may cause unwanted attention
No naval defences
-----

Name: Naqar / "White Elf"

Classifaction: Sentient

Appearance: Very similiar to a human, but a little bit shorter, thinner and with tapered ears. They also have light-blue to albino-white skin.


Shared traits: N/A

Natural abilities: N/A

Lifespan: 90 - 130 years

Relations with other races: N/A

Lanuages: Common and Naqah

Religious beliefs: N/A

Preferred occupations: Merchants, Mercenaries, Hunters

Famous people: N/A

Strengths:
Long Lives

Weaknesses:
...
-----
Yes!
I finally got the important bits of my nation finished! The only thing I need to do now is pick a bit on the map.
Alfhedil said
Haz, when can we expect to see a list of accepted nations and the IC?


Sorry for the delay getting back to this, I must have brushed over it.
I'll work on the list of Accepted Nations right away. If I haven't put up an IC by midnight GMT, consider the IC open to posting

Only the Dominion has been finished, so they're the only ones I can currently accept. But don't feel rushed, my nation is only half-finished as well
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