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    1. Mr X 11 yrs ago

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Bumpz
Bumpity bump


OOC

World: The story is set in the great blue, a world covered in 80% ocean with various islands. The world is low level steam punk (no planes or flying craft) with pistols and the odd steam machine but the legion is pushing its technology forwards at a dangerous rate. Sea monsters such as the kraken do exist but are common place for sailors. Special things know as 'loadstones' powered by animagi magic serve to keep the more dangerous creatures away from islands and floatilas. There are two poles and to the very east an west lie what locals call the storm front, no one has ever crossed it and returned.

Story: D leader of the Legion of Steel is intent on finding one of the more powerful animagi artefacts that allows control of the sea itself. With this power he intends to rule the Great blue in the name of the light. Opposing him is Solomon T, leader of the rebellion and current possesser of the Ziz artefact allowing him control over storms. He is rarely seen by low ranking rebels. D has forced any animagi to register wth the legion, in exchange for being left alone they must assist the legion when needed. D doesn't engage himself with others much, his orders are carried out by his right hand known as M. M is a powerful magma animagi and a force to be reckoned with.





Allegiance
Your character may be either
Legion - You will start in the iron city (optional for animagi)
Rebel - You will start in either Browndocks or little rock
No allegiance - You will start in little rock

If your character is animagi they will either have alliegence to the legion or be hiding their ability (rebels/neutrals).

Notable locations:
Little Rock - A neutral island town to the east. Know for its library and farms. A favourite of rogue animagi as the town dislike legionaires and do as little to assist them as possible. 300 people living there permenantly but can hold 600.

Iron city - One of the large islands to the north acting as the Legion of Steel headquaters. Its size has been increased with large flotillas being attached. Centre for the millitary power. Contains factories and academies. The academies hold about 1200 people each, about 400 non-legion people live in the shops and taverns.

Browndocks - Named so due to the wood its made from. A centralised flotilla that acts as the trade centre. Has it's own guards that remain completely neutral, D has tried to change this but the legion needs the trade access so he is forced to put up with it. 300 permanent residents, can hold 600-700.

Rebel base - Solomon's base. The Legion have so far been unable to find it, with only his highest ranking members knowing how to access it. It's unknown how large it is or how many people it holds.

Setup
The legion is currently making a push for the rebels meaning they are using whatever resources are availble. Legion characters will be given orders once we've started. Non-legion characters will be looking for work or adventure and have found their way to one of the two locations mentioned above. Rebel characters have heard no orders for a while and are looking for work aswell.

This is casual but I would prefer it to be towards the high end so 2 paragraphs minimum. Hopefully this gets interest and starts.
Undergound is a bit too removed and implies alot of skill with building/mining etc. Could they live in a tunnel system or something? Also while a small tribe is fine, you might want a few more members incase another player tries to kill your tribe off.
Accepted if we start. I'll be keeping an eye on how powerful you emberfists are, seeing as you have 6.
Are you lot joining?
Accepted but I have no idea if this will be starting. The other players seem to have vanished.
OOC is up http://www.roleplayerguild.com/topics/28145/posts/ooc
Welcome to Tribes of Arkalla. You control/role play a tribe of 30 - 60 people living in the world of Arkhalla. Technilogy is roughly at the level of medieval england when the vikings were around. You have huts, fire, but farming isn't common yet. Magic is present but not too powerful. Magic is used to control the elements (a bit like avatar:TLA). Magic users normally act as the priests for their tribe, however their may be exceptions to this. To help balance the tribes I have a perk system. You get 11 points to spend on your tribe.

Perks(name, cost):
[list]
  • Warriors blood 2 - Your tribe are warriors even the weakest members know how to use a blade. Every member (except children) acts as a warrior.

  • Mounted 2 - Your tribe have tamed rideable beasts. You have cavalry and faster transport.

  • Hunters 2 - Your tribe are better at hunting animals able to bring down even the largest of prey.

  • Gatherers 1 - Your tribe excel at gathering food. When others find nothing they find bounty.

  • Aquatic 3 - Your tribe are masters at all things water. They fish, swim and sail better than normal.

  • Smiths 3 - Your tribe are skilled at using a forge, you have worked out how to make weak metal armor.

  • Agriculture 3 - Your tribe have worked out how to plant crops and harvest them.

  • Builders 3 - Your tribe are skilled builders, finishing things quicker than other tribes.

  • Oremasons 4 - Your tribe has Oremasons. Oremasons are gifted with the ability to command rock by the gods. Moving rubble or diggin holes is nothing for them.

  • Wyntersmiths 4 - Your tribe has Wyntersmiths. Wyntersmiths are gifted with the power to control ice. Their tribes are less affected by winter and hidden with snow storms.

  • Warg 4 - Your tribe has Wargs. Wargs are able to possess animals for short periods of time. They can also influence them without possession.

  • Emberfist 4 - Your tribe has Emberfists. Emberfists are able to create fire, warming their tribe or burning the enemy.

  • Relic 4 - Your tribe possess an unusual item. (not I will nerf this if neccessary)

  • [/list]

    Character sheet

    Name:
    Size:
    Small history/background:
    Jobs(how does your tribe divide up the work?):
    Perks:
    Location on map:

    Example:

    Name: The jondars
    Size: 35
    Small history/background: The jondars are a tribe from the northern mountains. They get by via hunting mamoth and storing things they've foraged. A violent tribe they frequently attack neighbouring tribes for food or slaves. In winter they hide in their mountain caves kept warm by their Torchling leader.
    Jobs: 8 children. 2 Oremasons. 7 gatherers. 17 hunters/warriors. 1 Emberfist.
    Perks: Oremasons, Torchling, Hunters


    This has enough interest so I'll make an IC/OOC in the next day or so.

    Syris - It'll probably be humans but if you think you've got a cool idea pm me.

    Jeray - You can sail on lakes and stuff I just meant crossing oceans was out.
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