Hidden 10 yrs ago Post by Honored Brother
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I'm planning on using a Chinese Empire like dynasty that came to this lands after migrating from their own a thousand years back.
Hidden 10 yrs ago Post by Rhymer
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Burthstone said
So, would something like this be good? (Work In Progress, obviously.)
Nation Name: Drëkav
Ruler Name: (Figurehead) Michen Drest
The Statistics Box:

INFLUENCE:3
Leader isn’t very popular, but the large military (Ten years of required service) and trained secret police keep people too afraid to try and fight back
WEALTH:2
The economy is fairly poor, due to the high taxes and strict regulations on everything save home life.
POWER:5(max)
Powerful Military for a nation of its size, and it’s constantly trying to improve upon technology, often giving them the upper-hand militarily, along with numbers.

Terrain: For the most part a northern country, most of it is not arable, the southernmost reaches are where all the farms in the entire country reside, and they barely support the population. The country is also mostly surrounded in mountains, which keep it isolated and well defended from attack, which is why they’ve never been successfully invaded since the nation was formed.

Exports and Imports: None. Drëkav controls mines of Copper, Iron, and salt. As well as stone quarries. And so has no need to trade.

Civil Rights: Peoples of all genders, nationalities, races, or whatever else, are treated by their income and their ‘use’.

Cities: Cities are centered around a massive bell tower. Around the tower is a large semi-circular courtyard, which doubles as a crude sun dial, as the tower’s shadow is cast into the courtyard. Planned Cities are also built for maximum protection of the central tower, and the governmental center located behind it. The City Garrison is typically near the ‘main’ entrance to the city, one side of which is either part of a wall surrounding the city or is planned to be.

There are currently three cities: Krëp, Doun, and Dainl. Krëp is the capital city, and houses one fourth of the entire population of the moderately-small nation.

Government: The Government and how it works is largely unknown, and the common people simply refer to it as ‘The Hierarchy’. Nobility knows what the government is, and how it operates. Michen Drest serves as the figurehead of the government and would be mistaken as the ‘leader’ by thecommon peoples.


I can see you have a very clear idea of what kind of nation you want to play-a somewhat spartan nation with the power concentrated in the hands of a few people. I like that you wrote out your own stats-might give you an idea in shaping your country. I don't know that they will play a big role in the actual RP. I gave the INFLUENCE/WEALTH/POWER some numbers on 1-5 scale. Other players can use that scale.

Some things you might consider: What happens to soldiers after military service? Do they go to the mines for all those rich iron/copper resources? Do they get paid or are they forced to work? Why would someone fight for a government that treats them so poorly? Remember this is an age of Renaissance, an awakening. People are thinking about how they are living and why they do it.

What sort of relations does your nation have with other ones? If your country is not very agrarian, maybe a lot of food is imported? Another thing I liked is that all the cities are built around bell towers. That must be pretty significant-maybe it's tied into some sort of warlike religious sect that holds the power in government. When do they use the bells? To signal military exercises? Start of a new campaign? Very intriguing stuff Burthstone, glad to have you on board.
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Feigling said
Would a psuedo-Ottoman empire that speaks a language inspired by German be okay?I was planning on using Shamshirs and Kilijs but the name of the ruler is Weiss. I thought that Turkish and German sounded similiar, so I didn't see a problem. Everything else would be Ottoman inspired, obviously.


Very cool. The naming conventions for Ottomans are fine. I don't mind if the ruler is named something slightly different. Perhaps his/her family is from a different nation. Might create some interesting political tension in the game.

Assign stats to your INFLUENCE/WEALTH/POWER statbox on a scale of 1-5 (5 being the max) Poorest countries have a Wealth of 1 etc.
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Honored Brother said
I'm planning on using a Chinese Empire like dynasty that came to this lands after migrating from their own a thousand years back.


Interesting. Your gonna have to flesh it out a little more for me to give any feedback. Maybe start with why a foreigner is allowed to hold lands in the Middle Sea Kingdoms. What happened so long ago that they would migrate to this land?
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Last post for today. Would anyone be interested in non-human races? I don't think their is enough fantasy in the game yet. Standard fantasy races like dwarf, elves, goblin, gnome, and others like minotaur, orc, etc.
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Rhymer said
Interesting. Your gonna have to flesh it out a little more for me to give any feedback. Maybe start with why a foreigner is allowed to hold lands in the Middle Sea Kingdoms. What happened so long ago that they would migrate to this land?


I'll work on that.
And regarding your post about non-Human races. I'll probably make mine an Elvish empire. To further from the stereotype Elves, I'll make my empire lothe magic and probably refrains from using it.
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I'll work on that.And regarding your post about non-Human races. I'll probably make mine an Elvish empire. To further from the stereotype Elves, I'll make my empire lothe magic and probably refrains from using it.


Love it. Maybe the Ancient Doanish and the Elves fought a war with magic millenia ago, and the Elves lost taste for it.
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Rhymer said
Last post for today. Would anyone be interested in non-human races? I don't think their is enough fantasy in the game yet. Standard fantasy races like dwarf, elves, goblin, gnome, and others like minotaur, orc, etc.


Most certainly! I can imagine an empire fractured by war, now in the hands of a young but competent and well-loved leader, with racial tension running deep due to the kingdoms many changing hands. Can we look to Weiss to lead us out of the darkness, or shall he fall victim to fate's cruel grasp?
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Would it be possible to play as a nation or faction that doesn't conform entirely to the outlines of the NS?

As in, no castles or towns and no 'wealth' (provided this is defined as a nation's financial and material standing).
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ASTA said
Would it be possible to play as a nation or faction that doesn't conform entirely to the outlines of the NS?As in, no castles or towns and no 'wealth' (provided this is defined as a nation's financial and material standing).


What did you have in mind? Some sort of nomadic group?
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Rhymer said
What did you have in mind? Some sort of nomadic group?


A race of quadruped hyper-carnivores that inhabit some of the warmer areas of the world map; nomadic in the sense that territory is not static but fluid, and is primarily based around the movements of specific prey animal herds and human activity. 'Government' (if you can call it that) is based around a chiefdom, though leaders are typically acquired through ritualistic single-way combat or coups, and can be of any gender or age. Tool use is absent, but the species itself is inherently dangerous due to its capacity to form and counter military strategies by utilizing its own intrinsic advantages.

You mentioned having fantasy races in the roleplay, so why not introduce a new, albeit unusual, dynamic and species to the game. I'm unsure how I can fully make this work seamlessly with the RP, but we'll see.
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Out of curiosity, is individual magic a thing? Like, are there non-mechanical magi in this world, even if they're just weak ones. Would help simplify something I have.

Edit: Also, updated the country info post so it can be discussed more.
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Nation Name: Akce

Ruler Name: Weiss Feder

Capital: Isbis

Population: 16 million

Races:
Kasif (Native)
Human
White Elf
Water elf
Shadow Elf

Civil rights: By law, everyone is required to treat others equally. However, this is rarely applied in practice. Due to the divided history of Akce, the Elves prefer to keep to their "home" region. Human visitors and explorers usually head straight for Isbis, which is renowned for its friendly and welcoming nature. Human settlers are typically treated with suspicion from elven races.
The Kasif, on the other hand, are a lovely race, who show great care and affection for everyone and everything. They are renowned for an almost nihilistic positivity - nothing really matters as long as it makes you happy.

Fashion - Scarce. The heat makes heavy clothing impractical, meaning most cloth is light and thin. Women often have bear stomachs and legs, with only genitals and breasts covered. Men typically go shirtless, or with light vests, and short legwear that rarely goes past the knee. It is not uncommon for children to go naked, especially in poorer families

Language - Akce, Common Tounge

Calendar - Daily: Most day jobs start around 8.00 am. This is also when schools start. Due to heat issues, it is rare for people to stay outside from 10.00 until 2.00. Most jobs and schools end around 4.00 though miners stay on until 5.00. Shops close at 8.00. Typical "bedtime" is about 11.00.

Weekly: Monday to Wednesday is typical working days. Thursday is a holy day, and Friday is a day off. Saturday is a half day, where work and school ends at 1.00, and Sunday is work as usual.

Yearly: Summer months are considered too warm to work or learn, so for the summer months most outdoor and public businesses close, as do schools. Winter also has time off - about three weeks during the coldest periods.

Religion - Extreme Humanism: Temples have been established to teach Akcians about the benefits of taking care of each other. Many great people are praised as Heroes, whilst the truly saintly are proclaimed Champions.

Art - Everywhere. Clothes, paintings, music, weapons. Everything is given some kind of artistic style or design, from the Leibwachter's blades and armour to the clothes that adorn the crowds to the coins you give to the few beggars that occasionally dot the street.

Law - There are a fair few laws upheld by all factions and Regents. Most come from the Sultan himself.
Petty crimes are small things that annoy and irritate, but don't cause lasting harm. This includes drunkeness, brawling, lewd comments in public and other such irritants. These are punished with small fines and warnings.
Minor crimes cause short term or easily fixed damage. This is mainly theft in all different forms, vandalism and tresspass. These are paid back through reparition payments and community service.
Major crimes include crimes of dueling, smuggling, assault, fraud and other high-damage crimes. These are punished by public flogging, heavy fines or a stay in prison.
Unforgivable crimes are those of evil nature that inflinct irrepairable damage. There are only three crimes of this nature - murder, rape and child-related crimes like abuse or youth prostitution. Perpetrators are executed and their names struck from history.
Prostitution is legal, if participants are willing and aware.
Age of consent is 15. This is true for intimate contact, alcohol, getting a job and other such age-limited activities
Alcohol above 75% is banned.

Government: Regency-dependent Sultanate

Influence - His Excellency, the Sultan has total control over the entire country, in theory. However 16 million people is a lot, so the land is divided into four regencies. The Silhuet control the regency of Kuzay, the Kayip own the regency of Bati, the Kurtadam own Guney and the Sultan has direct control over Orsey, which includes the capital of Isbis. Each Regent gains minor powers over the area they rule but ultimately answers to the Sultan

Important people:
Name: Sultan Weiss "Akcam" Feder the Peaceful
Age: Unknown even to him, but young.
Gender: Male
Species: Unknown. Has Human like features but is not believed to be one.
Affiliation: Sultanate of Akce
Looks: White skin, light blonde hair. Deep red eyes. Somewhat effeminate features, though he prefers the term "androgenous". Lithe and fit, but slender. Slightly shorter than most humans.
Equipment: "Feigheit" Shamshir - one of the only things he kept from his home country. Has the word Feigheit engraved in blade.
Golden Apple of Eris - an apple that appears to be made of gold, yet cannot be damaged. The word Kallisti is engraved in it. Other than the occasional quiver or glow, there appears to be little use for this strange device
Personality: Friendly but distant. He always looks like he is thinking about something far away. Has a habit of looking through people rather than at them. Shrewd and diplomatic, with a serious preference for peace to war. He often devotes himself to the study of the mysterious and arcane. Frigid and unflirty. Seemingly oblivious to others attraction to him. Very modest, hates people talking about his achievments.
And, of course, a total and unquestionable coward.
History: Pending

Name: Amy De La Rosa
Age: Unknown, but about the equivalent of 18 years Human.
Gender: Female
Species: Unknown, possibly the same as Weiss
Affiliation: Leibwachter
Looks: Scarlet hair, typically tied into two symmetrical curls, and red eyes. About the size of a young teenage human. Thin and graceful, like a ballet dancer. Practically flat-chested. Pretty in a cold way, almost like she's tortured by something she doesn't want to share.

Equipment: Albione - a rapier from her home country
Personality: Cold and distant. Devoted to her "lord and master" Weiss, willing to lay down her life for his in an instant. Fluid and graceful, speaking in a refined but quiet voice. Slightly arrogant towards those inferior to her. Nicknamed "Gece Kebek" by civillians. Never gets bored or impatient, but rarely smiles or laughs either. In fact, she rarely shows any emotions at all...
History: Pending

Name: Ruby Tas-Pietra
Age: 17
Gender: Female
Species: Half Kasif, Half Light Elf
Affiliation: Leibwachter
Looks: Dark red hair, almost black. Silver eyes. Human sized. Slim and agile, with cute features and lots of energy. Often seen with a smile on her face. Average bust

Equipment: Hilal Firtina - Two-handed scythe weighted in such a way that it can be weilded in one hand
Flintlock Pistol
Personality: Cheerful and optimistic, always looking on the bright side. Enthusiastic and strong-willed, but modest and level-headed. Tries to get along with everyone, but typically snubbed by full Light Elves, who refer to her as a "pathetic halfling" or "mangy crossbreed".
History: Unimportant

Name: Kral Golge
Age: 38
Gender: Male
Species: Light Elf
Affiliation: Silhuet
Looks: Ugly by most standards. Sharp features with a pointed chin. Scarred horribly in many places, including a burn around his left eye. Tall and muscular. Long black hair.
Equipment: Two handed sword
Personality: Malevolent, vicious and self-centred, with little respect for life and the people around him. Made rich by the mines, he believes himself second only to the Sultan himself, to whom he is a total sycophant. Like his grunts, he is formidable in close combat, and could probably best one of the weaker Leibwachter, but he is not, as he believes, the greatest warrior in Akce. Cocky, arrogant and lazy, he is feared by many and hated by all.
History: Pending

Name: Selfil Die Cannvar
Age: 38
Gender: Female
Species: Dark Elf
Affiliation: Kayip
Looks: Purple skin anf long green hair. Sexy but not necessarily pretty. Tall and slender. Large bust.
Equipment: Dual "Turret" four-shot pistols
Hidden blade
Personality: lewd and shameless, Selfil is not above degrading herself to the lowest levels to get what she wants. Armed with a toungue of silver and blades hidden in every possible nook and cranny, she has established a wide and feared orginization of the finest murderers and cutthroats out there. Arrogant, domineering and vulgar, she has proven to be quite the handful. Even the Sultan is afraid of her influence, and her frequent visits to Isbis Palace are getting more and more worrying for him.
History: Pending

Name: Kabus Ay
Age: 27
Gender: Female
Species: Kayif
Affiliation: Kurtadam
Looks: Like the rest of her race, she is pretty, but lacks any truly beautifying or impressive features. Dark skinned, with shoulder length brown hair. Small bust
Equipment: Turret rifle
Personality: Resentful but brave, the leader of the Kurtadam truly makes the best out of a bad bunch. Or at least, what she believes is a bad bunch. Despite owning the biggest and most interesting region in Akce, she still feels she pulled the short straw in terms of Regencies. She is pessimistic but friendly. She blames herself for her shortcomings, always feeling second rate to every and all others.
History: Pending

Trading - Imports: Trinkets, toys, foreign fruits.
Exports: Noble metals, steel, clothing, gems, silver, gold, fabrics, spices

Major industries - Mining is the proffesion of choice in the rocky Kuzay region. Gems and metal trading is also heavy and cheap here, for any would-be trader. Bati has lots of plantations, making the choice of farmers. Aspiring chefs should also pay a visit to this wealthy region. Guney has a vast mix of jobs, mainly buisness and foreign trading, but there are always a few jobs in the Kurtadam. Orsey is a great place for anyone, as there is a large market for traders, musicians, farmers, servants and land-owners alike. It is also home to the largest university in the nation

Currency - 100 Hindi = 1 Akca

Military
The elite defensive force is the Leibwachter. Loyal servants of the Sultan, they combine brute strength with ferocious cunning to produce the greatest warriors in the Sultanate. Their greatest issue is their numbers, which are... less than impressive.

In the north, there are the Silhuet. Tough, brave and strong, they have an almost fanatical devotion to their master. However, they lack the compassion and kindness required to keep the civillians on side, and they are practically brainless in combat.

The Kayip are in the west. The Kayip are a sneaky lot, often dressing as civillians and soldiers of other factions. They work in groups, slipping into crowds unnoticed before stabbing their victims in the back. Thus, Kayip controlled regions do not appear to have a military presence, but do not be fooled. One wrong move and that trader you were buying from, or that begger you walked pass could end up being your killer. As those who prefer stealth over direct confrontation, in physical combat they are weak. The often have to rely on numbers to gain the upper hand.

The Kurtadam rule the south and east. Their troops wear fair amounts of armour, with officers bearing more than grunts. Equipment is varied, however, and it is perfectly possible to see grunts with axes and broadswords next to officers with shamshirs, kilijs and even knives and daggers. This is because you are armed with whatever you are most proficient in, rather than having general equipment. Stong, but with questionable loyalties and mercantile natures.

Every one of the opposing factions will attack each other on sight

The Leibwachter have a fort in each major city. These are built in awkward, hard to reach areas, with only one entrance, high walls and rudimentary cannons. Even if the city is taken over by invaders, the Leibwachter will continue to farm, study and train inside these forts.

Landscape - It is very warm in Akce, but there are plenty of trees and tall plants to shade oneself with. There are many plains and grasslands, with lots of rocky outcrops that signify good areas for mining

Notable places: Pending

History: Pending

Wealth: 3 - Whilst there is a lot of trading and goods to be had, it is all centralised and washed through a number of fronts. Those who work for shops and traders rarely complain about wages, and miners and farmers get most of their material goods supplied as part of the job, but the jobless will have nothing.

Influence: 5 - The Sultan has been fair and just despite his youth, and he is backed by the formidable Leibwachter. His looks gather female attention, and his youth and naivety call out to the power-hungry. His orders are carried out quickly and unquestioned

Power: 2 at best - heavily split military and four different factions vying for control. The Leibwachter are holding their own but in-fighting is still going on.

Races
Name: Kasif
Classification: Unique
Appearance: Physically, they never seem to age beyond their 20's. They have large eyes, smooth skin and full lips, making them all somewhat attractive. They have dark skin but lack the features of dark skinned humans i.e. wiry hair, wide noses, denser muscle mass, strong front skull etc. Kasif females are typically small breasted, and all have small muscles and slender frames. Kasif also have yellow eyes, rather than brown or blue.
Shared traits: Kasif are friendly, cheerful, bubbly and talkative. They are slow to anger but quick to forgive. They can be a bit of a pushover, however, and can commonly be seen as slaves outside of Akce
Natural abilities: Lithe and quick. Naturally weak physically. Very intelligent - learn faster than humans.
Lifespan: about 150 years
Relations with other races: Friendly to all
Preferred occupations: Anything that requires intelligence or strategy. Do not enjoy physical labour
Famous people: N/A

Name: White Elf
Classification: Elf
Appearance: As the name would suggest, they are light skinned. Blonde hair. Tsll and thin, about a foot bigger than humans but only two-thirds the weight. Pointed ears.
Shared traits: Honourable but arrogant. Often claim to be superior to all other races. Prefer to use their brains rather than their muscles.
Natural abilities: Intelligent. Resistant to the cold, vulnerable to the heat. Burn easily.
Lifespan: 250 years
Relations with other races: Unfreindly to most. Tolerant of other elves
Preferred occupations: Mages, scholars, bookwriters
Famous people: N/A

Name: Water Elf
Classification: Incorrectly called Elf, as they are actually a type of Nymph
Appearance: Blue skin and hair. About a foot shorter than humans. No visible genitalia - only revealed when in use or if the Elf becomes aroused. Fin-like ears. Skin has a watery texture that makes the fingers feel damp

Shared traits: Charismatic and refined. Prefer to use their silver toungues to escape dangerous situations. Almost all are scared of lightning.
Natural abilities: Water breathing. Immunity to damp related illnesses. Resistant to poison, but not immune.
Lifespan: Unknown, but assumed to be longer than a human's
Relations with other races: Friendly to water-dwellers. Scared of tall creatures.
Preferred occupations: Fishermen, diplomats, traders
Famous people: N/A

Name: Shadow Elf
Classification: Elf
Appearance: Human sized. Elven ears. Purple, grey or dull blue skin. Hair color is typically brown or light purple.
Shared traits: Shadow Elves are Jacks of All Trades. Whilst they are naturally light-footed and agile, they can prove powerful warriors if correctly trained. Many are resentful for their cruel treatment at the hands of humans and other Elves.
Natural abilities: Light footed and agile. Resistant to heat but vulnerable to the cold
Lifespan: 250
Relations with other races: Unfreindly to humans. Aggresive to elves. Suspicious of all others
Preferred occupations: Any
Famous people: N/A

WIP
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Nation Name: The Bloodied Horde
Ruler Name: Targ Skullcruncher (Orc)
Races: Orcs: make up the most population of The Horde as well as acting like the Grunts of the horde
Goblins: are one of the more influential races as well as the chief race in charge of development and Research, generally if they contribute to the war effort they are specalist troops.
Ogres: they are big they are dumb but they make excellent shock troops and berserkers for the horde.
Sand Trolls:They are more shamanistic and practitioners of the dark arts they also act as excellent scouting and ranging forces they act as more of a skirmishing force for the horde.
Humans:They are mostly slaves for the horde but those who prove themselves earn their spot as auxiliaries for the horde and are normally on horseback.

The Statistics Box:
INFLUENCE: 3, Targ gained control of these tribes through conquering but by proving he is more powerful the other races respect him and will follow him, but some are still bitter about their defeats.
WEALTH: 1 most of these races are nomadic due to the terrain of their home country so they don't produce very much they get most of their wealth by raiding and looting which as of late is a little slow
POWER: 5 although there is a lot of prejudices out there that say these races are dumb and brutish they are actually great tacticians and fighters War is what they are good at and many nations should try not to cross The Horde

Terrain:The homeland of the horde is a dry desert, where many who enter do not come back out either taken as prisoners or die from the beasts or sun they have vast dunes that some are said to be mountains by the horde there are also deep canyons, the deepest being Hellfire Pass. The Shamans of the orcs and the trolls venture into Hellfire pass to due shamanic rituals it is said to be so deep that one can walk into the underworld from it so dark magic is often practiced there. Also there are many Oasis' in the area the capital city sits next to a very large one.

Flora and Fauna: Sand Wolves:Large wolves with Tan fur, Orcs keep these things as pets and ride them into battle, in times of war but Wild ones will attack without being provoked.
Wyrms: Giant worms that burrow through the ground, when tunneling underground teams will sometimes find tunnels made by these things they will rarely surface unless they are hunting Orcs and other races like to make armor out of their thick hides but be warned you don't want to go hunting these things unless you are prepared the biggest is said to have swallowed a city whole.
Wajet: Are cobras about the size of a man who spit their venom with uncanny accuracy they travel in large groups and when they sleep they sleep in a giant coil, groups of these things are actually called a coil.
Orthala: They are very much like Impala's they have large horns that can gore and kill a man, they are a food source for many clans in the area.
Various Snakes:Like little cobras,rattlesnakes,and Adders.
Domesticated Animals:Horses and Sandwolves, with the occasional goat.
Plantlife: While there isn't very much plant life in The Homeland there is one plant that is always used to treat snake bites and poisoning and that is crimson reed which. It's said that if you put Crimson Reed on a wound it will draw out poison or venom.

City life:Cities are becoming more and more popular among the horde with the goblins inventing the air cooling devices, only the greatest warriors and the rich have, but the poor and medium class live in your typical mud brick house to keep cool and often change out bricks that are cooled by the desert night for ones that they used. Also among the cities are crowded markets that sell perfumes, and other things.
Policies on outsiders: Outsiders are generally welcome among The Horde unless they prove they can't be trusted or are bigoted.
Currency:The Horde has a trading system in place for things they need but they also accept Gold,Silver,And Copper coins
Things The Horde is known for:Their battle prowess, as well as making excellent perfumes and other beauty products.

Laws:Do not kill Children or women, Do not kill another man unless you are in a duel with them, Do not sully family names, Targ is your lord and master, Refer to the last law if lost or confused, respect each others customs and differences.

Punishment:These things can be punished by death,or a couple of nights in the dungeon,or on the bizarre side dropped into a coil of Wajet.
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Good stuff guys, I should be back by Monday with an update. If nobody objects I will add your countries onto the map. Otherwise, feel free to download the map and shade in the area you would like to claim, first come first serve. I reserve the right to choose the 3 NPC nations of Ikvari, Peralt, and Valheim location. Should have those written up and posted by Monday as well. Have a good weekend :)
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Rhymer said
Good stuff guys, I should be back by Monday with an update. If nobody objects I will add your countries onto the map. Otherwise, feel free to download the map and shade in the area you would like to claim, first come first serve. I reserve the right to choose the 3 NPC nations of Ikvari, Peralt, and Valheim location. Should have those written up and posted by Monday as well. Have a good weekend :)


I won't be able to shade my bit of the map in. Can I just get a bit on the eastern island?
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So, erm... Is this still happening?
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it's been a day dude give the GM some time.
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Feigling said
So, erm... Is this still happening?


He said he'd be back after the weekend, shush.
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