Avatar of King Solterra
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    1. King Solterra 6 yrs ago
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Last OOC post 2 months ago, last Character post within the hour or so. Is this still open?
Sadly this didn't get a chance due to the site completely dying out. So with this post I am hoping it gives it one last chance to be seen. There were RPG members that found this interesting in the Interest Check so I thought it would at least be worth the try.
|Faction Name: [Protector Program](http://img3.wikia.nocookie.net/__cb20091222193550/bioshock/images/4/42/Ungathered_Icon.png) |Universe: [Bioshock](http://bioshock.wikia.com/wiki/Big_Daddy) |Summary in a Sentence: Massive behemoth constructs; humans with their organs stuffed inside hardy, giant diving suits... suffering from mental damage. |Description: In the Timeline where Big Sisters were making n appearance, an event happened as it shook the entire city of Rapture and swallowed it and the ocean around it up and dropped it in a desert. All the humans had died as it shook and rocked the city, almost tearing it a part. All that remained were the Big Daddy's and the Little Sisters they protected, except a little had changed. Their programming was messed up and [ADAM](http://images.wikia.com/bioshock/images/6/69/Brigid_Tenenbaum_-_ADAM_Explained.ogg).... was gone. Now to survive, they must find a replacement for ADAM. |Technology Level: Advanced genetic and robotic technology, typically steampunk-ish of 1968. |Magical or other Supernatural Powers: [ADAM](http://bioshock.wikia.com/wiki/ADAM]ADAM) and [EVE](http://bioshock.wikia.com/wiki/EVE) (Which can essentially be seen as magic. Very few Big Daddies have the ability to use these, which allow them to use [Plasmid](http://bioshock.wikia.com/wiki/Plasmid) which give them abilities like [Electro bolt](http://bioshock.wikia.com/wiki/Electro_Bolt#BioShock_2) |Magical/Technological Glitches: The little ADAM and EVE are nearly gone, so far rare that the plasmids the Big Daddy's ever use are their last, making it even more uncommon for any of them to do more than melee or projectile weaponry. Combined with how slow they are, outside they are an easy target. Corrupted Programming; Some either slip into a coma and die, some become insane, worthy of a psychiatric hospital until they also die. Others slowly fall into a state of insanity and then die off but about half of the others have regained slight bits of humanity, a few with a lot more than a little. (10% went into a coma and died. 10% went insane and/or died/dying. 35% are slowly going insane and dying. The remainder are holding together) |Important People: +Name: "Big Father" +Role: "Leader" +Description: Big Father was one of the Big Daddies that were already active during the incident that sucked the entire city away to another place. However, when he woke up, he felt almost human, looking around and realizing something bad had happened. He saw other Big Daddies who appeared in pain or dead. His instincts from his humanity made him try to see what was happening and what had happened. He is still slow, lethargic and protective, but he is now a thinker, and looked up to by those who no longer know what to do. +Appearance: ![](http://www.robertocampus.com/wp-content/uploads/post_tutorial_bioshock_5_details.jpg) |Hex Location: Inside the Barringer Crater |Terrain Type: Mix of dry, dead ocean floor and desert |Important Terrain Features: Mix of desert and ocean floor, there are boulders, slight hills, it has a small dried up forest of algae and other aquatic plants |Important Structures: [City of Rapture](http://bioshock.wikia.com/wiki/Rapture)
Just one bump.

The Conflict of Greed

For some, it consumes, for others, it blinds, for most... it hurts


It's been almost a year since the Great Kingdoms of the land joined together to end an evil threat that attempted to gain a foothold in this land, a foothold that would have surely been the downfall for all who live in it. Whether it would have been slavery or death, none would have been able to hide from it. The Orcs here are menacing, unmerciful, and they thirst for the blood of Man and every other species, smiling as they take their kills, loving the thrill it gives them... though they aren't the best built in body wise... The Dwarven Fortress, which was nestled inside of a mountain, and it's Gate opened on the face of it, lies in half-ruins. The gate was surely gone, something massive of a thousand feet, demolished; it's pieces lie scattered. The wall it was joined to, beaten and bathed in dry blood of many. The Dwarves are now, sadly, gone. When they were fighting, they knew they were outnumbered by colossal numbers and strength, but they did call out for help. It was unfortunate the Men of Calthor and the Elven Empire arrived too late. The battle waged on for months even after they arrived, trying to push through to help the Dwarves. But by the time they got to the Fortress... the Orcs had already been settling in. While they drove the Orcs from the land, it did not feel like a victory. Their armies had been dwindled. For the mere hundreds left, they retreated home to defend their homes in case another Orcish Army would come, as they never seem to stop. Beaten and battered, the Dwarven Fortress now lies dormant and empty. It's Forges and vaults still there, alone, waiting for the fires to be lit again and the coin to go to good use. But what will come of this mighty Fortress now?


Join in this roleplay and command an army of your own. You may call yourselves whatever you wish, be a race of Elves or Man of any kind you wish, or try to go another species route. Of course, with GM approval. In this roleplay the Dwarves have the Culture of Middle Earth Dwarves and the technology of Skyrim. You know, the steamy pipes, the generators? Oh, but they still do have the massive open-ness of the Fortress in Middle Earth. However, they don't have Constructs, or did they? Rumors say they did, and perhaps that's why they survived so long. But now they are surely destroyed. What will you discover in this old Fortress? For one, what will you be doing? Demanding new claim, creating democracy? Surely man of you deserve at least a cut of the gold inside, maybe your town was destroyed during the Great Orcish War? Perhaps you're a survivor of the Old City of Dalmir, the once great standing refuge that lied outside the Dwarven Fortress, the City where Men and Dwarves were closest (Maybe that's because the Dwarves owned the city but, aaaah, whatever! Haha!). How will each of you go about to this Fortress? Or do you merely just want the rubbled city? While devastated, it still stands, and it can be rebuilt entirely easier than the fortress nearby. It's walls only partially damaged.

Upon creation of your Army, you are considered the Leader, the King, the Commander, etc, by all means. Maybe this is where you wil solidify your rule, and ascend to become a Great Kingdom like the Dwarves once were, the Elven Empire, and maybe even rival the once standing army of the Men of Calthor.

When you join, all players will taken refuge inside the City of Moraldom, a great city just about a days walk or two from Dalmir, which is only mere minutes from the FOrtress on horseback. It is the only standing city closest to the Dwarven Fortress for miles and miles. Any villages were burnt down, other towns destroyed. Your armies will camp outside and while inside the walls, you will follow the rules. The City Guard of Moraldom have a large standing army compared to your offensive one, and may be the only city left to defend itself from an Orcish attack if great enough -- however they lay Neutral in the war to stay as a safe haven from the Orcs and give those without homes... a home. The King there feels someone must do it.

Players will stay at this location for 3-5 days of ingame time, days will consist of travel about the city and discussions and such if needed. Visit the Tavern, the King's Keep, etc., whatever fits you, maybe even try to find one of the other Commander's, perhaps you know one of them? All Leaders must check in with the City Guard everywhere they go. Not only is this so that players can request the location of others, but it's also because the King there wants to know you're not somewhere plotting against him. The 3-5 day wait is so you and your army can rest. You've marched for at least 3 weeks straight, the open plains unsafe with the remainder of the Orcish Army about, still burning villages.

After that time has passed, you can take your army and begin marching towards Dalmir, after you reach Dalmir, the choice is yours on what you want to do.
As a note, we won't go into detail on inventory items or what you have on you. This way, you could have the thickest and best armor, but it will still be a fair fight against others. It just means you move slower and hit harder, and possibly take more hits. Doesn't mean it's best to go that route, could get your head cut off.

When it comes to armies, you will not be as established as the other great Kingdoms. If your men are all powerful paladins with the best armor and weapons... elite warriors, you will not have the large numbers. Your armies will be from 300-1,000. The more you have, the less experience and not much great armor or weapons.

If we could get one more player to be interested, I think I'll start the OOC.
Tyrant from the West said
Hey! I think i might wanna stalk this for a bit.


Cool, stalk away!
I originally got this idea from the newest Hobbit movie, so bare with me as I go over this idea.



The Conflict of Greed


Not to say this is in the Middle-Earth universe, but a medieval-fantasy universe. There won't be giant eagles, but the orcs will be like those from Middle-Earth. There will be magic and other races.

My idea consists of this;
The Great Dwarven city was attacked, a refuge city named Dalmir just outside destroyed. The battled waged on for months. The Orcs wanted to take the great stronghold for its mass foundries, vaults, strategic position and defensive capabilities. Truly in a tine of war, it is self sustaining. The Orcs numbers were too great, however, and the Dwarves asked for help. The Men and Elves came to the aid. The Dwarves, the Elven Empire, and the Men of Calthor, locked in a battle with the great Orcish Army. The fighting did end eventually. The ground washed over with red and black blood, the old encampments, and rusty blades... But not without a cost. Before the Men and Elves had arrived, the great Dwarven strongholds gate had been taken down, and the Orcs had flooded the fortress. At the end of the war, the dwarves had been defeated, if not made extinct. The armies of the Elves and Men of Calthor retreated with only enough soldiers to defend their own homes.

While the war was won, it felt like a defeat for the people of this world, not just the Dwarves. But the fortress still stands, its vaults untouched, and the foundries flames extinguished. What will becomw of the fortress? The gold within? Or the near-crumbled refuge city?

The idea is that the dwarves are a mix odlf the dwarves from Elder Scrolls (their technology level), and the culture from Middle-Earth.

I'm think a max of 6 players. Each player will have their own small army, big enough to control and defend the entirety of the Dwarven Fortress, whether they are wanting a new home or an addition to their territory. Perhaps they are at war with another player and it gives them an advantage, or they merely want the riches and the mass foundries inside, or even their home was turned to rumble and controlled by the Orcs. Currently the Orcish Armies have laid waste to many cities except the Elven Realm and the City of Calthor. While most can decide to immediately fight, some could try diplomatic options. Such as... All those who had their cities destroyed get a cut of the gold so they could rebuild or re-arm.

Everyone would be entering the City of Moraldom, a great city just about a days walk or two from the refuge city (Old City of Dalmir, which is mere minutes away from the Dwarven Stronghold gate on horseback). A city that does not participate in the war, but acts as a safe haven from the Orcs. Its military force great, it could have almost rivaled the mass from Calthor, one of the great kingdoms. Upon arrival their armies will make camp outside the walls and their leaders and those they choose accompany them. Upon arrival it will required for each player and their armies to stay at least 3-5 days to give their soldiers rest, as it would be expected they'd been marching for weeks.

On the choice of races I'm willing to allow anything from Middle-Earth and subcategories. Example being Elves and Woodland, Snow, Dark, High, Moon, etc. For Man, I'm willing to allow Men species from The Elder Scrolls.

The players, once at the city, may do as they please as long as they follow the laws of Moraldom, outside the walls... There aren't rules. So if the Player wishes to meet with the King of Moraldom, enter the Tavern, or the market etc, they may.

Magic will also be allowed, and also enchantment (example being to allow magical protection on shields) so everyone has a fair chance.

Lastly, if anyone is good at co-gming something like this and helping to moderate armies, that would be much obliged.
Thanks for everyones participation.
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