Hidden 4 yrs ago Post by Chenzor
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@Dainerim No worries! However I don't think I quite understand. This is a "nation RP", where players control entire kingdoms or empires rather than one character. Perhaps you are in the wrong section? Do you need help in navigating the guild?

@Nate1008 Lovely! As a bit of world-info for you, dragons are extremely rare on this continent. It is quite fitting that you would worship them as dieties! When it comes to natural resources, You won't have much when starting off and your location may not have everything you have listed, but you can surely search for it and harvest it wherever it may be found.
Your location, could you describe it a bit more? Like, next to a river or east/west of some certain mountain? That'd help with putting your civ on the map.
Hidden 4 yrs ago Post by Nate1008
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The map is still not working... I will try to get it up soon
Hidden 4 yrs ago Post by Ever Faithful
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Nation/Clan/Kingdom/Tribe Name: Clan Ironbreaker
Represented Color: blue
Race: Dwarves
Features: N/A
Breed: Ironbeards
Capital: Karak az Grong
Ruler: Dwarf King Torun Ironbreaker

Type of Government: Absolute Monarchy. The Ironbreakers rule their dwarfhold with an iron fist as they oversee the bureaucracy and economy of Karak az Grong. The Dwarf King is the direct commander-in-chief of the Ironbreaker army. Minor families can become prestigious by having members distinguish themselves through military service or being promoted to master engineers.

Religion: Karak az Grong practice ancestor veneration as it is a common dwarf belief that the clan’s ancestors continue to watch over their descendants and sometimes provide aid when called upon. Although, the Ironbreakers deified the Ironbeard founding father Sturm Ironbeard making it the unofficial fifth dwarf god. The four main dwarf gods of the Karak az Grong are Regin, the God of mining and masonry; Frigga, the Goddesses of the hearth and home; Tyr, the God of Warriors; and Brokk, the God of Engineers. Sturm Ironbeard became Karak az Grong’s God of the smiths and artisans.

It is through ancestor veneration that plays a role in how marriage vows are conducted, how justice is dispensed, where erecting new buildings, and conducting burial rites. Due to the traditionalist nature of Karak az Grong, dwarf priests are held in high regard and are sought out for their wisdom and connection to the five gods. They are usually called upon to settle disputes between the families living in the Karak az Grong.

Geographical Location:


History: It’s been eons since the Ironbreaker cadet branch of the Ironbeard dynasty was formed after Torr Ironbreaker, first in his name, set out leading a large party of Ironbeard dwarf colonists in search of a new home. Torr was an ambitious Ironbeard among his brothers yet his expedition to leave the comfort of home was met with surprise. It was expected of him to spend the rest of his days in the Ironbeard furnaces perfecting his “ironbreaker” process. Indeed, if he had stayed, the Ironbeard dynasty would have cemented as a military great power for the next century.

Historians speculate as to why Torr Ironbreaker set out on his quest for a new kingdom. Some said it was the rivalry between Torr and his brothers that made him to leave his home. Others claim that Torr left in order to guard the secrets of his newly developed method. But all can agree that the location of the dwarf kingdom of Karak az Grong was no accident. The mountain range Baywater Peaks was formed long ago when a comet fell upon the earth on the southern part of the continent. That comet contained valuable mineral ores known as Starmetal, the sturdiest and toughest metal in the world.

Combined with the Ironbreaker Process which allows for cheaper production of armor, Torr Ironbreaker quickly grew wealthy in power and status as more and more Ironbeards left their traditional home to join Torr in Karak az Grong. The mines grew deeper and struck gold and silver veins further adding to the growing prestige of Clan Ironbreaker. However, the riches the dwarfs have hoarded drew envious eyes as orcs, goblins, trolls, and barbarians attacked in order to steal the clan’s treasury.

Beset on all sides, Karak az Grong was forced on the defensive for centuries as the Ironbreakers consolidated their kingdom. The decades of constant warfare gave the dwarf kingdom a reputation of producing hardy and veteran warriors in their army. The Ironbreaker Process meant that every dwarf warrior can have Starmetal hauberk underneath their steel plate armor to help even the odds of being outnumbered by so many enemies.

20 years have passed since the last Great Goblin War and Karak az Grong has been recovering from decades of constant warfare which saw their trade routes plundered and their kingdom isolated in the mountains. King Torun Ironbreaker currently sits on throne with a heavy gaze towards expanding his kingdom. For too long have the Ironbreakers been on the defence, now is a time for action. With news from his prospectors claiming new areas of unexploited starmetal ores within the rest of the mountain range, the dwarf king made it his ambition to expand the borders of Karak az Grong until it encompasses all of Baywater Peaks.
Hidden 4 yrs ago 4 yrs ago Post by DELETED32084
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This is a WIP, but I wanted to at least get something up so I don't lose my spot. I'll finish up the history tomorrow.



Hidden 4 yrs ago 4 yrs ago Post by Chenzor
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@Nate1008 No worries :)

@Ever Faithful Roger roger. I've added you to the waiting list so hold off with adding your sheet to the characters section for now.

@The Wyrm Lemme start off by saying I like your high elves. Having them centered around magic is pretty much what I envision high elves actually being in this world. Though I wonder, perhaps you could be a bit more original about your moonwells? Worshipping or revering the sun and moon is all well and good (no pun intended) but moonwell is basicly a rip straight from warcraft, is it not? Other than that I don't have any gripes with it.
As for their history... Are they aliens? I'd be fine if their own creation myth of how they themselves came to be was some sort of tale of how they were seeded upon the world by the cosmos itself, but having access to interdimensional portals is a tad too powerful. I do love their goal of putting the moon back together and collecting the moonshards/lunarite, but the issue is that if they are a force sent from the cosmos then, by that logic, if they were ever in trouble they could just call for reinforcements through another portal.
The idea of the setting is that everyone are strangers and mostly lost in this new land, a continent no one has heard of or seen before. They would be stranded. Do you understand or am I rambling?

Also no problem about the dark trolls. A lil' genocide is common in these games. Question though, are the moonwells constructed sites or just places of power? If it is a place of power I'd suggest we make it a lake that a piece of lunarite fell into and empowered the place, thus the name "moonwell". Would also explain how the dark trolls found it and all that. But that assumes no one created the moonwell.

Anyway that's my feedback. If you need to bounce ideas I'm in discord, or you can type out your reply here.
Also @Cyclone usually has many good ideas, you can ask him too if you need help with how to change things.

EDIT: Oh and one more thing! Haha!
The climate of the north-eastern island is not temperate. It's a cold place. Think of northern scandinavia rather than central europe. You can still live there no problem, it's just a colder place. Also dark trolls may be replaced by frost trolls in that case?
Hidden 4 yrs ago Post by DELETED32084
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@The Wyrm Lemme start off by saying I like your high elves. Having them centered around magic is pretty much what I envision high elves actually being in this world. Though I wonder, perhaps you could be a bit more original about your moonwells? Worshipping or revering the sun and moon is all well and good (no pun intended) but moonwell is basicly a rip straight from warcraft, is it not? Other than that I don't have any gripes with it.

As for their history... Are they aliens? I'd be fine if their own creation myth of how they themselves came to be was some sort of tale of how they were seeded upon the world by the cosmos itself, but having access to interdimensional portals is a tad too powerful. I do love their goal of putting the moon back together and collecting the moonshards/lunarite, but the issue is that if they are a force sent from the cosmos then, by that logic, if they were ever in trouble they could just call for reinforcements through another portal.

The idea of the setting is that everyone are strangers and mostly lost in this new land, a continent no one has heard of or seen before. They would be stranded. Do you understand or am I rambling?

Also no problem about the dark trolls. A lil' genocide is common in these games. Question though, are the moonwells constructed sites or just places of power? If it is a place of power I'd suggest we make it a lake that a piece of lunarite fell into and empowered the place, thus the name "moonwell". Would also explain how the dark trolls found it and all that. But that assumes no one created the moonwell.

Anyway that's my feedback. If you need to bounce ideas I'm in discord, or you can type out your reply here.

Also @Cyclone usually has many good ideas, you can ask him too if you need help with how to change things.

EDIT: Oh and one more thing! Haha!
The climate of the north-eastern island is not temperate. It's a cold place. Think of northern scandinavia rather than central europe. You can still live there no problem, it's just a colder place. Also dark trolls may be replaced by frost trolls in that case?


Hmmm, okay. Here are my fixes to all of those wee problems you just mentioned.

1. The moon falls from sky in shards, smashes into the earth. I assumed, that like meteors, they probably created, well, craters. Those craters would like fill with water, thus making moonpools, or moonwells. I am familiar with the concept from WoW but the only thing they have in common here is the name and not origin story? Their size would of course range from small little bathing sites, similar to WoW, up to, and including, lakes. It seems I did not articulate that well enough!

2. Good point. May I suggest the following? This contingent came through the portal which has since become unstable due to the continued shifting of the cosmos and they can no longer make contact with home or travel back? This might actually not be unusual for the Elves and they perhaps expected it? That makes them new to the world and certainly unable to get any reinforcements, unless, maybe, down the road they do reassemble the moon, or at least enough to stabilize things and go home.

3. I only picked the Dark Trolls since they're the most magically atuned and thus the most likely to be found around the shards. If I picked that wrong, no issue. Ultimately I would like the Rhaetians to have arrived at the site of the largest remaining shard, so feel free to tell me where that is and I'll make it happen.
Hidden 4 yrs ago Post by Chenzor
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@The Wyrm Roger on the moonwells origin! I see now it's just a name given by your people to craters filled with water, which is basicly what I suggested anyway so I like that idea! :P

If you really really want to make your elves interdimensional travellers, I won't stop you. It's an odd background to me, but they're your elves and not mine so what the heck. As long as they indeed can no longer travel through portals, I'm okay with this fix. The odd thing would be the narrative, I think. Elves aren't so powerful (in this world) that they would be able to travel through dimensions. They aren't "aliens", and even this continent has high elves similar to your own.

As for the trolls, dark trolls living there isn't an issue. Maybe there are some ice trolls too, who knows? Seeing as dark trolls are the most magically attuned, it does make sense. It was more the climate I was thinking about.
As to where the biggest lunarite shard is... I won't tell ;) Seeing as it's a valuable resource, putting you smack dab on top of the biggest one wouldn't be fair to the other players. You don't have to change location if you don't want to. If you feel like you are too far away from the rest of the players though, I would recommend relocating.
Addition: Seeing as Cyclone will be writing your turns and he is okay with you settling near an especially large piece of lunarite, I'll be okay with it too. It won't be the largest, but an especially large chunk submerged in a lake works for me if it works for cyclone.

(We have 4 players in the northern peninsula of the main continent, 1 player on the island to the far south-west, and 1 player in the far east in the marshes. We also have 1 undecided player.)
Hidden 4 yrs ago Post by Chenzor
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@Nate1008 You still there? :o
Hidden 4 yrs ago 4 yrs ago Post by Pirate
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The Bloodhowl Clan

Represented Color: Green
Race: Orcs
Breed: Greenskins
Capital: Taregar, named in honor of the Prophet.

Ruler: X
Type of Government: A primitive elder council - presently the exiles look to their elders, both male and female, for guidance and decision making.

Religion: The suppression of their beliefs by the elves and the chaotic period of rebellion have left the Orcs with a confused idea of their religion. They believe nature to possess sentience through the spirits as well in the existence of a pantheon of Orcish gods, among them Akrosh and Ghom, their names handed to them by the Prophet. The exact relationship between the spirits of the world and the gods remains elusive to them.

Geographical Location:

History:

The Greenskins were at their inception created by the Elves as slaves, forged from dirt to serve and toil for them. In fields and mines and any manner of undesirable drudgery they were made to work as little more than gifted beasts of burden. Such was their natural place, for what would they do without their creators and their intelligent guidance? Just as the Elves served and worshipped their own gods, the Greenskins would do the same for them. And just as the gods of the Elves brought great vengeance upon them when they strayed, so would the Elves do upon the Greenskins when they rejected their duties.

But these things would change and they say it began when one day the moon shattered and for the first time the Greenskins saw fear in the hearts of the Elves. Soon after an Orc arose among them, he spoke as though he was one with their soul and he told them that the Elves had lied to them. They were not created by Elven hands, but forged from the strength of the earth and the ferocity of fire. Their heritage was that of explorers and warriors, their spirit the freest among mortals, their connection to the elements and their gods stronger than any Elven magic, they were even conquerors. They were roused from their slumber and descended upon their masters with great violence to reclaim the freedom that was theirs by right and reap revenge for centuries of cruelty and deception. Orcish pickaxes soon split Elven skulls instead of rocks, their butchers' knives, their hammers, their pitchforks, all the tools granted to the 'beasts' were soon wielded against their masters.

Wherever the prophet's words spread, rebellion followed and as the situation deteriorated the Elves took to ever more drastic actions to quell them. Neither side was willing to settle for anything less than victory or death and the Elves forged great firestorms and floods to destroy the land rather than surrender it to the Orcs. The slaughter reached apocalyptic proportions and victory became ever more illusory and meaningless.

When the flames reached the coast, there was no escape except out to sea. The orcs trapped there scrambled whatever rafts and boats they could and drifted out to sea. With little knowledge of seamanship, they struggled helplessly against the oceans and beseeched the spirits for relief. Finally they crashed upon the shores of Helaeth, utterly lost. Some felt shame that they had abandoned their kin in the war against the Elves, but many more saw the helplessness of their situation and felt little more than joy than they had found a measure of peace.

Though the younger generation had known nothing but the war, while the elders had grown into adulthood in Elven chains, they both shared an insatiable desire to find out more about themselves. The words that had spread to them from the prophet created as many questions as they answered and in this strange land they finally had the opportunity to create a life outside the domination of the Elves. They now had to find the answer to their questions; What was their way of life? The true Orcish path?
Hidden 4 yrs ago Post by Nate1008
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Yeah! Im still here!

wait....

OH! We started! Shoot! Ima put a post up soon!
Hidden 4 yrs ago Post by Chenzor
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@Nate1008 Yeah and... Where do you want to be located? :)
Hidden 4 yrs ago Post by Nate1008
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Oh... The top left side of the map near the marshes on the beach.
Hidden 4 yrs ago Post by Chenzor
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@Nate1008 I'm not entirely sure where you mean so I'll place you on the map where I think you mean and then you can tell me afterward if that was right or wrong :p
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@Nate1008 Hello again :P
You seem to have misunderstood the stats and resources. YOU don't write them, Cyclone and I do!
If you're confused as to how, follow one on the links in the OP to one of the previous iterations of the roleplay. Your stats are shown every turn post by me and Cyclone.
Hidden 4 yrs ago Post by Nate1008
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Oh... sorry... I can edit it out. My bad.
Hidden 4 yrs ago Post by Chenzor
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@Nate1008 No worries, you'll get the hang of it. We're only just starting!
Hidden 4 yrs ago Post by Nate1008
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So I think I know how to make the map work now... I will try to get it up again.
Hidden 4 yrs ago Post by Reia
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This looks interesting. Might there still be space for an applicant?
Hidden 4 yrs ago Post by Cyclone
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This looks interesting. Might there still be space for an applicant?


Unfortunately Chenzor and I have to restrict the number of participants, otherwise it just becomes too difficult to write out the turns.

We do keep a waiting though! @Chenzor can get you on there.
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<Snipped quote by Reia>

Unfortunately Chenzor and I have to restrict the number of participants, otherwise it just becomes too difficult to write out the turns.

We do keep a waiting though! @Chenzor can get you on there.


Thanks for the information! I'll bear that in mind and think about what to write. Sounds like with a waiting list there won't be a big rush, so!
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