Current
I do not "brainrot". I brainferment so my brain will become even smoother and even more potent than before in its smoothness.
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2 yrs ago
I live. I die. I live again!
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4 yrs ago
I was gone for a lot longer than I thought >.>"
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4 yrs ago
Sorry for my absence! A Volunteering position suddenly turned into a Volunteer Leadership position I was not expecting at all so things have been hectic.
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4 yrs ago
Look at you posers, having to bang dragons or sell your soul for magic when you could just play a lute for some. Anyways, here's Wonderwall. - Bards
My first thought upon seeing this was that I wouldn't have time for another RP, but it occurs to me that NRPs are usually quite slow, so I've decided I might as well have a go. Make me the Ogre Kingdoms, @ClocktowerEchos! And so everybody knows, I intend to merge Dragon Ogres into that group, since they are called "Ogres" after all. I even have an idea for how that might work.
Sure thing! Mind sharing how the Dragon Ogre thing will work tho? I'm curious.
The only thing I'd like to clarify is the distinction between Heroes and Lords, more specifically which of the two is "the stronger grouping" so that I can put units into the appropriate tiers accordingly.
Lords are the stronger of the two and will include named characters as well unless I do something else. It'd be something like a Captain of the Empire is a Hero, a General of the Empire is a Lord and then Karl Franz is like a Lord/Name Character. Name Characters are the ones you can fluff up a lot and have cool equipment and such.
To the north, far away from the civilized realms of man, the Chaos Wastes churn and howl as waves of unrestricted Warp Energy flows over the lands of the world. Rumors and hushed whispers speak of a time of reckoning as diseases run rampant, horrifying beasts stalk the shadows, cults spread their vile corruption through every level of society and wars become more and more common and bloody. Kings and nobles try their best to quell any unrest, but they too share the fear of their subjects for they know what is to happen; the Chaos Gods have selected their new champion, a new Everchosen. He who leads the hordes of unspeakable horrors. He who possess blessings of the Warp. He who intends to bath the world in bloody ruin. He who begins the end of time.
And they tremble at his coming, for he sounds the Call of Chaos
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Welcome! If you couldn't tell, this RP is set in the Warhammer Fantasy Universe with players taking control of an existing faction. Twist is that you change certain aspects of the lore and the people in charge at your whim. Basically get creative, change units, government, some bits of culture, etc. Just don't think that directly copy pasting a canon faction completely is going to be accepted. If you wish not to play a canon race and make your own, that is also acceptable but some more talking might have to be done to fit them in as we are using the Warhammer Fantasy map. Its also why I am not putting a map up in this OP at the time of writing this since I'm lazy.
As for how the story will be going, the Winds of Chaos are strong in the world causing all kinds of strife and mutations and other general bad things that most are trying to cover up or fight against. Those who aren't aligned with the forces of Chaos are going to be having a hell of a time while those who are will benefit greatly. With the whispering of malevent Gods, rulers may find their subjects willing to rebel against them and old alliances crumble as the world strains at the coming of a new Everchosen. In the interest of the RP, I will be playing said Everchosen and the Forces of Chaos although I will be giving people fair chances.
Now about something called "subfactions" I'm using in this NRP. There's always the chance that more than one people want to play the same thing. Normally this would involve one person ending up with control of the entire race/faction/etc and the other having to do something else. To counter act this, players can opt to be a subfaction within someone else's nation: a dutchy of Bretonnia, an Elector Count of the Empire, another tribe of Greenskins, etc.
People playing as a subfaction will mostly be able to use their liege's culture and military although they can have some difference. Ultimately, the one in charge of the main faction will be in charge of most of the lore and stuff behind it but the subfaction is at the end of the day, able to act independently. Like in Crusader Kings, two subfactions can go to war with each other without drawing the attention of the main faction unless the main faction wishes to join in but subfactions will automatically join their liege in any great conflicts in most cases, special cases do exist.
Any additional questions and concerns and comments I will answer on an individual basis to keep this "short". If you want some ideas, I recommend checking out the Warhammer Armies Project as it has some really cool fan-made units that can spice up existing armies and even introduces some new factions like Albion, Estalia, Amazons, non-Chaos Norscans, etc.
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Derpy lil' NS thing. REMINDER: You do not need a 5 page essay for each section to submit for approval; be laconic and terce for your first draft to submit to me and then bulk it up later or something.
NAME: Take a guess
OVERVIEW: Quick run down/summary of your nation, important points and who you are based on if at all and stuff.
RACE AND CULTURE: What kind of people inhabit your lands? What are they like? Who do they worship? How do they normally act or are portrayed?
GOVERNMENT: How are you lead and who leads you?
INDUSTRY: Basically what technology do you have and whats your economic situation? Are you well off, stagnant, don't use currency at all and just use sheep and insults to barter?
MAGIC: What kind of magic do you people have access too? Use Warhammer Lores of Magic as a base, if you have anything custom, please do run it by me first.
MILITARY: Putting the War in Warhammer; divide into Core, Elite and Rare, each on becoming more and more elite while also becoming more and more rare or expensive. Also put down Heroes, Lord and Name Characters if you want.
Example NS here:
Name: Grand Kingdom of Bretonnia
Ovreview: A land of chivalry and knights and very much a reflection of Authorian legends starkly contrasted with the oppression of its common masses. Its nobility is large and extordinarly wealthy compared to the peasants. Worship of the Lady of the Lake is widespread with many noble knights going out on Grail Quests to earn the Lady’s favor to drink from the blessed Grail Chalice. But centuries of traditions are being challenged by a new king, unlike any before him. Blessed by the Lady herself, their current king is actually of peasant blood with no noble lineage to speak of, he was ordained to be King of Bretonnia and all his descendants to be counted as noble. While popular with the peasants, the nobility only begrudgingly follow their King out of honor and respect for the Lady’s choices but the realm is far from unified.
Race & Culture
Humans make up the vast majority of peoples in the Kingdom, although some other races and cultures can be seen in the few urbanized cities of the realm.
Nobles tend to live in splendor and opulence while the peasantry is treated little more than like cattle or livestock at best by most. Anyone who isn’t a noble knight or a lucky merchant likely lives in
Worship of the Lady of the Lake is compulsory for the nobles who often undertake Grail Quests to earn her favor and be able to sip from the Holy Grail. Worship of the Lady is encouraged for even the peasantry by the nobles, but for the most part little thought it given to what they worship so long as its not Chaos entity.
Government
Britannia relies on the old ways of feudalism with a King ruling all of the Dukes and their Duchies. In law, everything in Bretonnia is the King’s but in particle sense, it doesn’t work like that. Noble blood is everything and only males can inherit titles. To be considered a noble, both of your parents and grandparents must have been noble, making anyone becoming a noble nearly impossible and their line will die out quickly after that. The King must confirmed by the Fay Enchantress for his rule to be validated and technically the Fay Enchantress has greater power than the King and can overrule him, but she rarely gets involved in politics. Kings must also must have complete a Grail Quest and drunk from the Holy Grail meaning there’s always a goo chance the king is competent.
This is why the current monarch, King York Gallowgoth, is so unique and controversial. He is not born of noble blood at all, yet the Lady of the Lake herself appeared and ordained the peasant as king and allowing. When the nobles boldly protested this break of tradition saying that he wasn’t a Grail Knight, the Lady simply gave York a blessed blade and sent him on his quest. Everyone thought he would die quickly, but instead he would complete his quest three years later after the Battle of Elmburough where he managed to hold down and entire flank with but a few Men-At-Arms who held their ground and even personally bested the enemy commander in single combat where the Lady appeared before him, allowing him to drink from the Grail. While the nobles do not respect him completely, they are none the less obedient to his rule, if not because of the Lady more than the man himself.
Industry
Bretonnia is backwards and perhaps the least advanced of all human nations. They have firmly resisted industrialization and have completely shunned the advent of gunpowder. Many things are still made by hand by skilled crafted by artisans although mills and simpler machines powered by wind and water are common.
The vast amount of wealth is held by the nobility with the peasant handing over 90% of their harvest and goods which is then handed back out and distributed by the nobility. There are the lucky peasants who have some how become merchants and are significantly better off the the peasant who are in a constant state of poverty, but still pale in comparison to the nobles. While “Crowns” are the official currency, produced in copper, silver and gold (hamlets are luck if they can manage to produce a few copper crowns a day; any peanuts who posses a single silver is considered to be extremely wealthy by most of his kin
Magic Lore of Life Lore of Heavens Lore of Beasts Lore of Fire
Army
Core:
Man-At-Arms - Entering the military is one o the few reliable ways of getting ahead as a peasant is to join the ranks of the local lord’s men-at-arms who often grant those who sign up a large and desirable sign on bonus. Only to reveal that said bonus has to be spent by the individuals on buying equipment for themselves. They wear chainmail with flat-top or kettle helmets and carry swords, spears and halberds along with shields that they can form into a Roman Testudo like formation.
Auxiliary Archers - By law, all Bretonnian peasants are required to know how to use the bow as to serve as levied archers in his lord’s army. Any who survive the entire campign are rewarded with a single copper crown as payment for their service. They use various types of longbows and war bows with several types of arrows ranging from fire to pox to heavy armor piercing but only have crude hand weapons and tools and no armor.
Knights Errant - Young, brash nobles who have yet to prove themselves and try to make up any shortcoming in skill and discipline with enthusiasm. Along with Knights of the Realm, they form the bulk of the army’s cavalry contingent. Their armor is always the flashiest as they try to show off their colors, much to the chargrain of the most experience soldiers. They charge forth with lance, blade and shield.
Knights of the Realm - The backbone of the armies of the Lady, these are knights who have proven themselves and have earned the right to own land having officially being inducted into the ranks of the nobility. They too have lance and shield and ride atop barded warhorses but tend to favor maces and war hammers over plain swords as their experience has taught them the blade is not great against armor.
Elite:
Battle Pilgrims - Either feral or fanatic peasants who have a zealous devotion to the Lady and her servants and unlike traditional Men-at-arms, they are willing to die to hold the line. They are often based out of a Grail Chapel or other holy sites and will use any weapons and armor that have been discarded by the knights and often make their own equipment by hand. They weird large shields, hand weapons and their distinctive high collar shoulder guards. Battle Pilgrims are not an official army unit, but no commander would ever turn down men and women willing to die for the Lady.
Grail Relique - When a Grail Knight dies, his arms, armor and even very body still hold holy magics imbued within them. Battle Pilgrims will often carry their hero on their shoulders, acting as the horse to the skeleton of the dead knight. Its very presence inspired all around it and those carrying the Relique would sooner die than drop it. This also holds a second purpose as their zealous guard of the body means that it cannot be touched by necromancers.
Foot Squires - Young men who are not yet old enough to mount a horse and act as Knight Errants, squires are essentially apprentices to older Knights to learn the ways of chivalry and battle, accompanying them to battle with great sword in hand. Every squire wishes to be a knight and every knight wishes for a better squire.
Questing Knights - Those who hear the clarion call of the Lady are driven to seek her favor and become Questin Knights. They ride out around Bretonnia and even the world doing chivalrous deeds and preforming brave, selfless acts in the hopes of being granted the Lady’s Blessing. Although their quests may take years and many die in their noble quests, there will always be those who seek the favor of their goddess.
Mounted Yeomen - Men at arms who have survived for so long and have become so experienced that they gain the limited right to ride lame or crippled horses. Yeomen are divided between being sergeants of Men-At-Arms regiments and being mounted scout cavalry with shield and spear or being mounted bowmen. Many of these Yeomen are as experienced and capable of the noble knights they fight with but the nobles have either ignored or even surpassed these boasts.
Pegasus Knights - Wild flying herds of pegasi are not uncommon in the lands of Bretonnia but it takes a particularly skilled hand to tame them, a brave (or foolish) heart to ride them and a wealthy bank to afford them. As such, only the wealthiest of nobles can ride to battle upon such steeds but they form the best flying warriors of the Old World.
Rare:
Grail Knights - Living incarnates of the Lady’s will, these knights have been granted favor of the lady and have drank from the Holy Grail making them near demigods with extraordinary strength, vigor and vitality as well as prolonging their effective lives greatly. They almost glow with an ethereal air about them and are the paragons of Bretonnian society, riding into battle with flaming lance or blade to destroy those who threaten the realm.
Trebuchet - The go-to siege engine of Bretonnia that has been around for generations. The trebuchet is never built to be transported and in the past only the important parts where kept and transported and most of the frame was built on site given the lack of people who can actually build and aim the damn with nobles having distain for such things and peasants being too stupid otherwise. However in recent years, the few engineers have found a way to make a “collapsible” trebuchet allowing for fast quicker transport and set up.
Skaal Guard - Once a tribe of northern raiders who built a settlement on the shores of Bretonnia, the Skaal Guard are a very recent formation where King Gallowgoth offered them an alternative to being put to the sword, acknowledging their press in battle. They’re a strange mishmash of both Bretonnian herald and tabards over Norscan bodies wielding norther great axes. Its said that the true reason why the King created the Skaal Guard was out of fear that having a more traditional bodyguard would open himself up to the plots of the nobles who wish to see him gone and that having a guard loyal to him first and not Bretonnian traditions would protect him. While many question their loyalty, they have served with unwavering courage and ferocity unseen in Bretonnia as they charge into the frey.
Lords: Paladins Grail Maidens
Heroes: Knight Champions Damsels Battle Pilgrim Abbot
Named Characters: King York Elmhart Duke Montepier Duke Louis Fay Enchantress The Green Knight William Woods
Here be an ugly lil' NS, idk about how much time I can commit so this might just end up being an NPC nation or something idk. Might work on it later on too.
Overview
Kharadron is not a city built by the hands of men, but in fact those of dwarves. For generations, the dwarves of the Hargonath Mountains had dug their way into the earth and built a massive city from the very stone itself, carving into cliff faces and ravines. Their brilliance and engineering where decades ahead of its time and none could boast better abilities in design and construction than the dwarves of Kharadron, or as they called it “Zar Ekrund”. They tunneled deep into the earth and had a civilization so grand that few empires could rival the massive underground city-state. However, their golden age was not to last.
Famine and plague swept through the halls of the city as the most horrific plague the world had ever seen arose from the depths. It seemed the dwarves had finally dug too deep and in a selfless act of sacrifice, they shut and sealed their doors to contain a pestilence so vile and deadly, it would have wiped out life on the planet.
Decades later, human refugees from a crumbling nation stumbled upon the ruins of a might gate in the mountains during their exodus. Breaking open the mountain tomb, they found the lost dwarves hold, the plague it once contained seemingly dissipated. Since then, they have “colonized” the old ruins but there are many halls and keeps within that are still empty, a testament to just how populous and great the creators of it where. They have managed to create farms outside to feed themselves and much of their technology comes form studying old dwarves blueprints and have such have a very unique style to them compared to other human nations. In the honor of those who built it, the humans who now live in have named the city of Zar Ekrund as “Kharadron” meaning “Great Dwarven City” in their native tongue.
Government
The halls of Kharadron go down so deep and so wide that the city-state is almost a vertical nation unto itself and is divided into administrative zones known as “Wards”. Areas outside of the city but under the control of Kharadron such as outposts and farms are still called Wards. Each Ward is lead by a Magos which is an inherited title although there is usually some sort of proving ritual to ensure some level of competency. At the top of all of all of it is the Arch Magos and the Collegia who acts as the council and top level beaucracy. The Arch Magos serves for life and upon death, the other lesser Magos convene and elect a new Arch Magos amongst themselves. As more levels of the ruins are rebuilt and settled, more and more Wards are being added. Currently there 37 Wards officially listed and the Arch Magos is Karthis Hjarlborn.
Culture
The humans of Kharadron take heavily after what remains the dwarves ruins, based purely on what they can gather and what few traditions their refugee ancestors took with them. There’s a heavy sense of manifest destiny based inwards as people feel the need to colonize and reclaim the massive ancient hold, especially as the lower levels have been taken over by dreadful vile beasts. As such, large families are the norm especially in the heavily urbanized main city where colonization missions and purging forces are regularly organized to retake the lower levels even though no one knows how deep the hold actually goes.
The Kharadrons’ religion is a mix of the monotheistic religion of their old homeland and that of the dwarves pantheon they have discovered. They have a deity known as Azyr which they brought from their homeland and who now acts as the head god of the bastardized dwarves pantheon the humans now worship.
Economy
Mining is the largest industry within Kharadron to no one’s surprise; jewelry and manufacturing come in a close second. The populace have managed to dig up every kind of imaginable metal and gem and mineral from the earth thanks to the detailed mining maps and technology of the dwarves. However, as of late the mine are running dry and a string of recent colonization and purging failures have crippled the economic backbone of the city-state, forcing it to explore other options or face collapse.
Technology
For a long time, the people of Kharadron doggedly held to whatever the Dwarves had made, a very steampunk sort of vibe. However, they do realize the need for improvements. It just that, like the dwarves, they prefer to use tried and true methods. What good is a new fangled trinket if it keeps breaking and the old one works just as well? They’re stubborn folk and any new creation takes a long time to gain widespread acceptance. In theory, they were one of the first nations to “modernize” but because of how their cultural traditions work, they’ve developed at such a slow pace, even nations who started later than them have more to show than they do.
Army
Defending the under-city, tunnels and lost halls as well as mounting missions into the lost ruins, the Kharadron Iron Guard is perhaps the most experience army in the world due to the fact they fight a never ending war against the beasts below, terrifying bipedal rat men who swarm in the hundreds of thousands and have taken over the hold. The Iron Guard as such have become expert tunnel fighters and sappers due to their war underground and are competent combat engineers from studying dwarven manuscripts. The Iron Guard favors the use of tried and true single shot rifles akin to the real world Martini-Henry and break action shotguns with flamethrowers in support as all of these work wonderfully in the conditions they often find themselves in.
Navy
Instead of a traditional waterborne fleet, Kharadron boasts a Sky Fleet of airships used to transport their goods to other place across the world. They are strictly merchant ships however with very few weapons as most traditional naval cannons are too large and heavy for the Sky Fleet to use who arms their ships with small caliber weapons and swivel cannons instead.
Air Force
Supplementing the Sky Fleet, the Wind Riders defend the great floating ships of Kharadron. Essentially old dwarves glider designs powered by engines and modified for proper flight, the Kharadron Gyroflyer is the world’s oldest aircraft by technicality but definitely the first fixed wing mono-wing plane, carrying and underslung repeating gun as to not hit the propellers which power it.
Roll ID: 211684699028848641 7 - Territory - Your nation is somewhat small, with room for perhaps a city or two and some farmland. 6 - Tech - Your nation is rather antiquated, but it is on the cusp of beginning a modernization effort. 17 - Army Size - The size of your army is formidable, and is maintained year-round. 7 - Economy - Your economy is weak, and is teetering on a recession. 14 - Production - Your nation is somewhat majority industrial, with decent resource exploitation. 7 - Navy Size - You have an okay navy, it is still largely merchant vessels however. 7 - Airforce Size - You have a few biplanes. 17 - Mobilization Ability - It takes a month to mobilize.
@Aristo Holy hot damn that picture is awesome. As for actually trying to fit in to things, I fear they might have to be separate from most humans seeing as how they're so radically different from the current ones that I can recall (being Bretonnia and the notTuetonic Order). I would say they could be Amazons and that would also give Poo's lizardmen someone to interact with but then that brings up the issue of how and why did full plate knights come to be in a jungle enviroment which doesn't suit them at all.
] Also fuck, I am now on the brink between Dwarf and Lizard again. I'll flip a coin lol.
Honestly I would say Dwarves unless you want to just be geomantic web hopping none stop; Dwarves will be having more interaction seeing as most of the people are in the "Old World".
Although now that I say that I remember the Pagan Elves and I'm not sure if in this RP @wxps350 will have them be in notNagarund or an off shoot of notAthel Loren.
@ClocktowerEchos Since Poo is potentially taking Dwarfs I'd rather be on the safe side and go with my humans. However, since nobody is going for the whole Sigmarite Empire/>Holy>Roman>Empire thing can I have my Teutonic lads sort of take the place as the normal/average humans? Not trying to be at the centre of attention or have the most powerful spot, more trying to be there as the "base faction" like the Empire is.
Sure thing! That would be perfect actually.
TBH I think all of us, unless separate by distance or geography should have a little common history done on a piratepad or some shit.
I would say yes but I also don't want to get bogged down in the infamous NRP spiral of worldbuilding and collabs to the point that nothing actually gets done.