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    1. Kadaeux 11 yrs ago

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Nation Name : Sarkor

Races of the Nation: (15 Spent)
Black Orcs
High Orcs
High Elves
Coastborn Dwarves
Lycanthropes

Nation History:
The nation of Sarkor was born from the disparate clashes between the clans of Orcs, Elves, Dwarves and Lycanthropes in the region. Centuries of in-fighting between them had begun to take its toll and the headmen of each clan gathered together to see what must be done, the Lycanthropes form the strongest voice of reason, having descended from all the other races long ago thanks to their 'curse'. They spoke of unification under one banner. Of erasing the tensions between races by, effectively, erasing the racial identities between their young and replacing it with a respect and recognition of the natural abilities of each instead. This was done by the young Sarkasian Wolfjaw, not yet twenty two winters old.

The unification however did not go unopposed, there were minor clans of each race who opposed it, especially when it was proposed that Sarkasian, for his wisdom, should be chosen to lead this new empire. These disparate clans became hypocrits of the worst sort. Refusing to unite under Sarkasian's rule as the majority of the clans did, they... united under contempt for Sarkasian's rule and formed the "Natural Order" group. A group of each of the races... united by a belief that it was unnatural and a desire to bring down Wolfjaw's empire because of it.

Important Characters:
Imperator Sarkasian Wolfjaw:

Imperator Sarkasian is the Lycanthrope ruler of Sarkor. He is regarded well by the people his efforts for unification and the increased culture and civilisation of the realm have won him great goodwill from most of the people of the realm. Infighting that had once plagued them set aside and unified them where once it divided. Though he is constantly stressed by the "Natural Order" cults that see Orcs, Elves, Dwarves and Lycanthropes working together as a perversion of the natural order.

Archmage Elliania Ravenhair:

A High Elf of the Noblest Lineage Elliania represent the High Elf interests in Sarkasian's court and is his most trusted advisors on matters of magic and the world around them. She regards this honour with a modesty not typical of High Elves. Though when it comes to common folk she can look down her nose with the best of them.

Hero of the Realm Krothog Axeborn:

Krothog Axeborn it is said was born upon his fathers axe, which he wields with one hand what his father needed two for. Frighteningly intelligent for his kind Krothog is the Hero of the Realm after having saved it from an incursion from insane beastfolk to the nations west. Not only did he lead his men with exceptional skill, but when the line was stressed he hurled himself into the fray and, so it is said, cut down a hundred of the beastfolk before they fled before the sight of him.

Great General Toldan Gutbuster:

General Toldan Gutbuster, legend of the Coastborn Dwarves of Sarkor. He is the descendant of the famous Gunderheist Gutbuster Brew, a foul alcoholic concoction so powerful it is said even only the Hardiest Dwarves and Orcs dare risk a drink. The Elves and Lycanthropes avoid it like it's poison, which it very nearly is. If there were any cars on the road someone drinking a Gunderheist Gutbuster would be done for a DUI just walking too close to them.

---
Traits:
National Traits:
(2)
Bread and Games
Delatores

Population Traits: (9)
Loyal
Brave
Brutal
Foresting Instincts
Public Baths
Aqueducts
Law and Order
Fair Law
The Peoples Entertainment

Academic Traits: (2)
Tradesmen Academy
Academy of Power

Military Basic Traits: (5)
Strategists
Heavy Armour
Superior Training
Death Before Dishonour
Siege Train

Archery Traits: (1)
Crossbows

Infantry Traits: (4)
Hold the Line
Lords of the Axe
Weapon Academy
Legion

Cavalry Traits: (2)
Elephant Cavalry
Beast Cavalry

Navy Traits: (4)
By the Wind
Windriders
Favour of the Gods
Heavy Ships

Airborne Traits: (2)
Wyvern
Runes of Flight

Tradesman Traits: (8)
Master Smiths
Master Stonemasons
Master Carpenters
Industrious
Strong Stone Foundations
Siege Walls
Smiths Beyond Equal
Ranchers

Merchant Traits: (3)
Exotic Trade Goods
Slavers
Angarak Gold

Magecraft Traits: (10)
Arch-Spellcaster
Death Magic
Rune Magic
Elemental Fires
Elemental Waters
Elemental Earths
Elemental Air
Element of Shadow
Storm Magi
Henges of Power

Monster Traits: (7)
Great Wyrm
Hydra
Beast Armour
Siege Beasts (Hydra)

Mechanist Traits: (3)
Steam Engines
Locomotive
Pneumatic Systems

Flaws: (4)
Cult of Natural Order
Dangerous Cults (Natural Order)
Bound by Tradition
Raiding Season, Not Raiding Season

Custom Traits:
Raceless: The nation of Sarkor has an ancient ritual that began when the five races united under one banner. Children are not the products of their parents any longer instead they are given into the care of the state, though all adults take some part in it, children are raised in a group containing at least one of each race, raised never hearing the words Black Orc, High Orc, High Elf, Coastborn Dwarf or Lycanthrope. Raised only hearing their own names and the names of their instructors. Come the age of eight they're returned to their family, all pretensions based on race erased by their upbringing.

Blood Bowl: A lawless sport or so it would seem to one who sees it for the first time, brutal teams of sixteen vie on a field a hundred feet long by sixty wide. There are numerous rules, all of which the teams feel free to ignore when the Ref has his or her back turned. Indeed, the sport has grown to such popularity that there are even rules about how one should bribe a ref to maintain a 'fair' state of play. Make no mistake this is no genteel sport, injuries are exceptionally common and it's far from unknown for a player to die on the pitch.... or in the stands amongst the rabid fans.

-----
Territory:
Capital City (Mountain) (Sarkansa City)
1 Large City (Akeholm)
1 Citadels (Mountain) (The Sunder)
2 Medium Cities (1 Coastal) (Alvalon and Rutaria)
4 Forest
8 Plains
3 River
5 Desert
1 Mountain
2 Coastal

-----
Army:
1 Regiments of Black Orc Royal Legionaries;
1 Regiment of High Orc Royal Legionaries;
1 Regiment of Lycanthrope Royal Legionaries;
1 Regiment of Coastborn Dwarf Royal Legionaries;
2 Regiments of Warg Cavalry Royal Guard: (Black Orc Beast Cavalry)
2 Regiments of High Elf Royal Crossbows:
1 Regiment of Coastborn Dwarf Royal Crossbows:
1 Regiment of High Orc Royal Crossbows:

6 Experienced Regiments of Black Orcs. (3 Infantry, 3 Crossbow)
6 Experienced Regiments of High Orcs. (3 Infantry, 3 Crossbow)
6 Experienced Regiments of High Elves. (3 Infantry, 3 Crossbow)
6 Experienced Regiments of Coastborn Dwarves. (3 Infantry, 3 Crossbow)
6 Experienced Regiments of Lycanthropes. (6 Infantry)

4 Experienced Regiments of Elephant Cavalry (2 High Elf, 2 High Orc)
4 Experienced Regiments of Beast Cavalry (2 Black Orc Warg Riders, 2 High Elf Sleipnir riders)
2 Experienced Regiments of Light Cavalry (Lycanthrope mounted.)

Command:
Black Orc Hero of the Realm: Krothog Axeborn
Coastborn Dwarf Great General: Toldan Gutbuster
5 Lord Commanders: (1 of Each Race)
High Elf Archmage: Elliania Ravenhair
1 High Elf Mages:
1 High Orc Mage:
1 Lycanthrope Mage:

Monsters:
2 Units Great Wyrms
3 Units of Hydras

Air Force:
2 Enchanted Flying Galleons
1 Unit of Wyvern Cavalry

Navy:
4 Galleons (2 Flying; See Air Force)
10 Windjammers
20 Schooners
Bugoycmike said
So we're to pick races to coexist peacefully alongside one another? Or perhaps control a number of races that, in accordance to geography, will be allied or not?


You can or not as you choose. You get a number of points you can use to spend on the races of your nation. Or you can choose only to have one. In general the number of races in your nation are considered to be allied, they collectively form your nation.

This can be peaceful co-existence, or a master race with several slave races etc.

On another note:

http://www.roleplayerguild.com/topics/5256/posts/ooc

The OOC is up.


The world has changed.

It is a new age. The rise of nations is making itself present and felt. Now is the time to rise and make your mark on the world. To shape it in the image you want. To take from the old world, shattered and forgotten treasure and power such has not been felt for thousands of years.

And varied is the world, from the races of men, orcs, elves and dwarves, to the ogre races, the 'taur races, the beastmen and many others including the exceptionally rare dragons. Even those nations blessed to have them have very few, more than ten and the Dragon's territorialism begins to reassert itself and duelling dragons soon fill the skies and the little people below suffer greatly.

Magic suffuses the world and most nations call mage and monster simply part of every day life, though some few who have chosen the mechanist path to the exclusion of all else have forsaken magic for technology. For some the dead ride amongst their forces and Necromancers take to the skies of magic carpets. For others armies of men are supported by apocalyptic storm magi, and others with little to forget.

But the nations of the world are not alone, nor unremembered. There are those who came before. Of them little is left but ruin, story and myth. It is a great boon to find their ruins and plunder them for their secrets. For others gathering up the knowledge of them is a lifes work well spent. But there are some who say they are still out there. Jealous of those rising to replace them in the world. Hateful of the lives that are lead in ignorance of their true ways. Some say that travellers taken from the road are their work. Villages burned to the ground are claimed to be the mad gods rages at the living.

Will you rise to lead your nation to power? Glory? ... sacrifice? Or will it be ground down beneath the entropy of history, the momentum of other nations... or the mysteries of a time gone before?


Welcome to the OOC for Fantasy Nations 2.

This is a trait-based system developed by me over some time, and after some severe revisionism and finally excising some elements entirely for major review it is ready.

In this players will begin the RP in control of their own, but small, nation in the world. They will grow over time to become larger, greater and more powerful than ever. But be cautious. A mis-step can bring death, disaster and anchovies down on your head!

This RP will primarily be done here on the Guild. But I will use Roll20.net to host the map, and restrain your visibility on it ;) Exploration will feel, (and be) real. Learning your place will be more important than ever.

Creating a Nation is outlined in the rules in the following link.
Following Link

The race descriptions are in the other following link.
Other Following Link

To Highlight it before people ask and missed it in the document.

You get 18 Points to spend on what races your nation has.
You get 60 Points to spend on traits. Unless it says otherwise a trait costs 1 point.
You must have at least 2 Flaws. For every additional flaw you take you get 1 extra point to spend on traits. To a maximum of 6 Flaws.
You may create up to 2 Unique Traits for yourself subject to GM approval. It is highly frowned on to make one too like another persons.
You may also create up to 1 Unique Flaw for yourself, also subject to GM approval.

It's recommended that if you take any "Heroes of the Realm" or "Archmages" that you make them people on your Important Characters list ;)

It is HIGHLY recommended, that you sign up (for free) at roll20.com and go to this link.
https://app.roll20.net/join/306683/JPpQJQ
Please make sure your display name is the same as your guild name, and let me know when you join so I don't kick you ;)

RP Rules:
1: No God-Modding: This is absolute. Breaking this rule will cause horrible random events to happen to your nation.
2: Be respectful of one another: While there are definitely elements that are subject to random chance, dealings between two players are within reason able to be left to the players involved. Should there be dispute, speak to me, and then we can apply elements of random chance to it to resolve the issue, or just talk it out if needed.
3: Trading equipment given by traits is forbidden. While it might seem a natural item to consider trading, for balance it isn't allowed. Players can earn traits over time, but it can't simply be traded away.
4: Keep it clean. Yes, sex/rape etc happen in a fantasy world. But they're to be kept behind the scenes, hinted at and no more. Gore isn't subject to this rule, again within reason. If it fits the story fine, but if I suspect that its gore written for the sake of gore then i'll slap ya for it. Fortunately i'm not a prude though so you can probably go farther than if this was done by a squeamish hippy forest dwarf!
5: Be aware that anyone can be killed. While Important Characters certainly have a degree of plot-protection, they can still die.
6: Exploration and random events are normal. They can be positive and negative (and very very negative sometimes :p)
7: Have fun. This rule will be enforced by crossbowmen. ;)

The Nation Sheet Template is as follows:
I will post "my" nation shortly as an example if anyone wants to wait to post theirs to see.

Nation Name:

Races of the Nation:

Nation History:

Important Characters: (Those whose perspective will dominate your descriptions, rulers, diplomats, generals, a drafted farmer from whose perspective we see your nation in another light etc.)
Traits:
National Traits: X=(Points Spent)
Trait1
Trait2

Population Traits: X=(Points Spent)
Trait1
Trait2

Academic Traits: X=(Points Spent)
Trait1
Trait2

Military Basic Traits: X=(Points Spent)
Trait1
Trait2

Archery Traits: X=(Points Spent)
Trait1
Trait2

Infantry Traits: X=(Points Spent)
Trait1
Trait2

Cavalry Traits: X=(Points Spent)
Trait1
Trait2

Navy Traits: X=(Points Spent)
Trait1
Trait2

Airborne Traits: X=(Points Spent)
Trait1
Trait2

Tradesman Traits: X=(Points Spent)
Trait1
Trait2

Merchant Traits: X=(Points Spent)
Trait1
Trait2

Magecraft Traits: X=(Points Spent)
Trait1
Trait2

Monster Traits: X=(Points Spent)
Trait1
Trait2

Mechanist Traits: X=(Points Spent)
Trait1
Trait2

Flaws:
Flaw1
Flaw 2

Custom Traits
Custom Trait 1
Custom Trait 2
Custom Flaw 1
Territory:
Army:

Command:

Monsters:

Air Force:

Navy:


Accepted Nations: If there is an X next to it i've included it on the map (work in progress).

Sarkor; Kadaeux; X
Arturia; Kangaroo; X
Stygia; Grievous Khan; X
Raphae; Asuras; X
Lothmor; Jorick; X
Holy Realms of St. Angela; Iarumas; X
Infriet Oloth; Sarzu; X
The Nation; Sathanas Rex; X
The Host of Albescland; Aristo; X
Most Serene Republic of Nuinesia; Elendra; X
Empire of Glaewin; Sheffield; X
Alexavia; Uskglass; X
The Empire of Namare; Sini; X
Aerionic Diarchy of Niutieh; SpartanDoesAcid; X
The Despotate of Babel; Flooby Badoop; X
Kinthari Imperium; Vakte; X
Thaksian Mageocracy; Andrea; X
The Crossroads; WittyReference; X
Tairre'Tal; Nexerus; X
The Hegemony of Dal'Guatha; Zacharius; X
The Eduum Forests Alliance; Zran; X
Imperium Di Sanis Noctis; Greengoat; X
Bugoycmike said
If it's alright, I'd like to join this once it's started up as well? The idea of a scheduled timetable is most appealing (next to the actual roleplay of course).EDIT: Personal opinion(s) on playing each respective race according to their biological abilities and historical presentations if literature and media?


Most of the race's descriptions roughly fit with that. But you can feel free to deviate from that.

Eg: My test nation (which i'll probably play as myself)

Black Orcs, High Orcs, High Elves, Coastborn Dwarves, Lycanthropes.

The nation has a somewhat cultured feel to it, public baths shared by all races, good law and order, etc.

While some of their attitudes will be stereotypical, others will not.
Raptorman said
So you don't get to make your own race as a player? :(


Nope, but there is a largish selection of fantasy races to choose from. They can be seen here.
Race Descriptions

ASTA said
Also, I know that this is a fantasy RP, but what's the RP's current technological level?


In general, low medieval. Crossbows are a "trait" that can be bought for example. Though this does become less distinct with the Mechanist traits which allow things like steam engines and locomotives, but gunpowder is a flat no.
All good mate.

This one will be a bit more solidly managed than my last. Well. In theory :p


The world has changed.

It is a new age. The rise of nations is making itself present and felt. Now is the time to rise and make your mark on the world. To shape it in the image you want. To take from the old world, shattered and forgotten treasure and power such has not been felt for thousands of years.

And varied is the world, from the races of men, orcs, elves and dwarves, to the ogre races, the 'taur races, the beastmen and many others including the exceptionally rare dragons. Even those nations blessed to have them have very few, more than ten and the Dragon's territorialism begins to reassert itself and duelling dragons soon fill the skies and the little people below suffer greatly.

Magic suffuses the world and most nations call mage and monster simply part of every day life, though some few who have chosen the mechanist path to the exclusion of all else have forsaken magic for technology. For some the dead ride amongst their forces and Necromancers take to the skies of magic carpets. For others armies of men are supported by apocalyptic storm magi, and others with little to forget.

But the nations of the world are not alone, nor unremembered. There are those who came before. Of them little is left but ruin, story and myth. It is a great boon to find their ruins and plunder them for their secrets. For others gathering up the knowledge of them is a lifes work well spent. But there are some who say they are still out there. Jealous of those rising to replace them in the world. Hateful of the lives that are lead in ignorance of their true ways. Some say that travellers taken from the road are their work. Villages burned to the ground are claimed to be the mad gods rages at the living.

Will you rise to lead your nation to power? Glory? ... sacrifice? Or will it be ground down beneath the entropy of history, the momentum of other nations... or the mysteries of a time gone before?


Welcome to the IntChk for Fantasy Nations 2.

This is a trait-based system developed by me over some time, and after some severe revisionism and finally excising some elements entirely for major review it is ready.

In this players will begin the RP in control of their own, but small, nation in the world. They will grow over time to become larger, greater and more powerful than ever. But be cautious. A mis-step can bring death, disaster and anchovies down on your head!

This RP will primarily be done here on the Guild. But I will use Roll20.net to host the map, and restrain your visibility on it ;) Exploration will feel, (and be) real. Learning your place will be more important than ever.

Rules for nation creation will be provided in the OOC when the time comes.

And

the

time

will

come.
Gat said
*Slashing one-handed* Kad, not sharp :p


Was quoting Brovo who brought it to my attention :p
@Teancum: Saber and Boot Knife both come under "one-handed sharp" weapons. They don't get done separately like that. Feel free to add in a little section where you include your equipment (within reason, or Brovo will carve it up :p) Feel free to choose another weapon type for Skill Set 2 and change Skill Set 1 to 1-handed sharp.
Do not disrespect the gods of Blood Bowl Limey!
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