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    1. Flagg 12 yrs ago

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Welcome to Azoth.

Welcome to a world scarred by history, to a world broken by ancients known now only as the Old Ones.

Who or what they were is mysterious even to the most learned, for they were destroyed- perhaps destroyed themselves- in ages so distant only confused myths and legends remain. Some tell of a race of gods descended from the stars, others of kingdoms of devils that dwell still in the many hells below the earth. Azoth is strewn with the ruins of these advanced and strange peoples, haunted by ghosts and demons, warped and mutated by untamed magic. Millenia have passed since the fall of the Old Ones, and societies have risen and fallen in their wake.

The Red Desert

It is now the Year of the Setting Sun 7,790, as reckoned by the astrologers of the Dratha.

The Salished Empire, a sprawling hybrid theocracy and feudal warrior-society, is gearing up for war with its ancient enemies, the loosely confederated city-states of the Drathan Union, merchant and slaver cities ruled by capricious and arrogant wizard-lords known as the Dratha. Between the Rainlands- homeland of the Salished Empire- and the Ashlands- the volcanic shoreline on which most of the Drathan city states lie- is the Avanagashan Waste, known to most as the Red Desert.



A harsh wilderness, filled with endless canyons, hostile beasts, and violent natives, the Avanagashan is bisected by only a few paths a major military force could use: the Long Road, a narrow canyon road which hugs the endlessly winding river known as the Green Water, the Dust Way, a fairly waterless merchant's road cutting through badlands, and the and seasonal Sandshore, a road along the edge of the Red Desert, where it bleeds into the Great White Erg, an endless, untraversable sea of white sand. The Sandshore blooms in the brief rainy season, when it is pocked with several oases and becomes a viable path with enough water to sustain major force.

Obviously control of the desert is of crucial importance to the two great powers, and the Avanagashan is pockmarked with Drathan outposts, independent merchant towns and Salished frontier forts. Native tribes are hired by both sides to serve as proxies and auxiliaries, and recently several Drathan-employed mercenary companies, most notably the infamous company of northern reavers known as the Coward's Men, have begun large scale operations in the wastes, preparing to receive the Salished invasion.

Welcome!

Everyone will RP as a character or faction in the Avanagashan- mercenaries, tribesmen or others in the service of one of the great powers as they gear up for the looming war. The story will be built around the Coward's Men, a group of exiled reavers from the northern, norse-inspired Broken Lands who have long been hirelings of the Drathan Union. You are welcome to play as one of the company, or as the leader (or member) of your own mercenary force or desert tribe, or as independent characters.

The culture, religion, history, geography, etc of the world- will be fleshed out by players, building on the foundations I've laid out above and will add a bit more (but not too much morE) detail to in the OOC. As always, I'm big on the collaborative world building and telling cool stories as a group of writers. If you're here to play Risk: the Text Edition, maybe this ain't the place to be.

About This RP

-It is dark fantasy nation RP set in a harsh and unforgiving fantasy world living among the ruins of ancient, hyper advanced civilizations. Azoth is crawling with mutants and monsters. Resources are scarce. This is Lovecraft meets Tolkien meets Skyrim.
-I'd like this to be an exercise in collaborative world building. That means that we want factions and characters that feel like they inhabit a shared world. Players will collaborate heavily in designing their factions.
-It is low-medium fantasy: magic exists. It is powerful and dangerous.

-It is vaguely Renaissance tech. Cannons and arquebus are new military technology, only really likely to be wielded by elite Salished troops.
-It has archeo-tech from a lost, highly advanced civilization. Salvaged/repurposed Old One tech is common in many places across Azoth, though the Broken Lands are backwards in this respect as well. Old One ruins are very common all over the world.
-It has original fantasy races. More detail to come in the OOC. GM approval needed for non-human races.
-Inspired by Roman and Persian proxy wars in Arabia until the rise of Islam, Tolkien, TES: Morrowind, Warhammer fantasy and 40K, Lovecraft, China Mieville, Song of Ice and Fire...looking forward to seeing what others bring to the table.
- Advanced writing standards.
- Setting details have been developed (mostly) by @gorgenmast and me
OOC



Welcome to Azoth.

Welcome to a world scarred by history, to a world broken by ancients known now only as the Old Ones.

Who or what they were is mysterious even to the most learned, for they were destroyed- perhaps destroyed themselves- in ages so distant only confused myths and legends remain. Some tell of a race of gods descended from the stars, others of kingdoms of devils that dwell still in the many hells below the earth. Azoth is strewn with the ruins of these advanced and strange peoples, haunted by ghosts and demons, warped and mutated by untamed magic. Millenia have passed since the fall of the Old Ones, and societies have risen and fallen in their wake.

The Red Desert

It is now the Year of the Setting Sun 7,790, as reckoned by the astrologers of the Dratha.

The Salished Empire, a sprawling hybrid theocracy and feudal warrior-society, is gearing up for war with its ancient enemies, the loosely confederated city-states of the Drathan Union, merchant and slaver cities ruled by capricious and arrogant wizard-lords known as the Dratha. Between the Rainlands- homeland of the Salished Empire- and the Ashlands- the volcanic shoreline on which most of the Drathan city states lie- is the Avanagashan Waste, known to most as the Red Desert.



A harsh wilderness, filled with endless canyons, hostile beasts, and violent natives, the Avanagashan is bisected by only a few paths a major military force could use: the Long Road, a narrow canyon road which hugs the endlessly winding river known as the Green Water, the Dust Way, a fairly waterless merchant's road cutting through badlands, and the and seasonal Sandshore, a road along the edge of the Red Desert, where it bleeds into the Great White Erg, an endless, untraversable sea of white sand. The Sandshore blooms in the brief rainy season, when it is pocked with several oases and becomes a viable path with enough water to sustain major force.

Obviously control of the desert is of crucial importance to the two great powers, and the Avanagashan is pockmarked with Drathan outposts, independent merchant towns and Salished frontier forts. Native tribes are hired by both sides to serve as proxies and auxiliaries, and recently several Drathan-employed mercenary companies, most notably the infamous company of northern reavers (among many others who've joined over the years) known as the Coward's Men, have begun large scale operations in the wastes, preparing to disrupt and turn back the Salished invasion before it can reach the Ashlands.

Welcome!

Everyone will RP as a character or faction in the Avanagashan- mercenaries, tribesmen or others in the service of one of the great powers as they gear up for the looming war. The story will be built around the Coward's Men, a group of exiled reavers from the northern, norse-inspired Broken Lands who have long been hirelings of the Drathan Union. You are welcome to play as one of the company, or as the leader (or member) of your own mercenary force or desert tribe, or as independent characters.

The culture, religion, history, geography, etc of the world- will be fleshed out by players, building on the foundations I've laid out above and will add a bit more (but not too much morE) detail to in the OOC. As always, I'm big on the collaborative world building and telling cool stories as a group of writers. If you're here to play Risk: the Text Edition, maybe this ain't the place to be.



About This RP

-It is dark fantasy nation RP set in a harsh and unforgiving fantasy world living among the ruins of ancient, hyper advanced civilizations. Azoth is crawling with mutants and monsters. Resources are scarce. This is Lovecraft meets Tolkien.
-I'd like this to be an exercise in collaborative world building. That means that we want factions and characters that feel like they inhabit a shared world. Players will collaborate heavily in designing their factions.
-It is low-medium fantasy: magic exists. It is powerful and dangerous.

-It is vaguely Renaissance tech. Cannons and arquebus are new military technology, only really likely to be wielded by elite Salished troops.
-It has archeo-tech from a lost, highly advanced civilization. Salvaged/repurposed Old One tech is common in many places across Azoth. Old One ruins are very common all over the world.
-It has original fantasy races. More detail to come in the OOC. GM approval needed for non-human races.
-Inspired by Roman and Persian proxy wars in Arabia until the rise of Islam, Tolkien, TES: Morrowind, Warhammer fantasy and 40K, Lovecraft, China Mieville, Song of Ice and Fire...looking forward to seeing what others bring to the table.
- Advanced writing standards.
- Setting details have been developed (mostly) by @gorgenmast and me
<Snipped quote by Flagg>

Son of a bitch this is my Cataphracts idea exactly, what with them being walkers created at the height of imperial technology and being so advanced they can just be handed down with few upgrades needed.

GET OUT OF MY HEEAAD!

OOOUUUT!


Well great minds etc.

The Kesselbrood's whole shtick is that they are arch-conservatives and seperatists, which (perhaps ironically) means they are the most/one of the most xenos-friendly factions in the game. They are pro-aristocracy and pro-enlightened despotism, but anti-monohumanist totalitarian, since back in the day humans/the centralized govt didnt have the power or option to exterminate aliens willy-nilly and developed working relationships with many xenos peoples, and the Kesselbroods are all about bringing us back to back in the day. Point is: the Kesselbroods have been preserving their shit for a long, long time, and would have a much higher than average number of archeo-tech stuff (perhaps gene-coded to their family). BUT the downside is they've relied on their ancient weapons for so long they never bothered to develope any mass mobilization or serious industrial capacity outside of facilities to maintain their treasured artifacts, so they are forced to rely on semi-reliable xenos and mercs for the vast, vast majority of their manpower.
@Drunken Conquistador There is? Now I feel silly, my fault really for not reading clearly. But not a problem, I can easily revamp the military to take out the robot elements. Although brain jars bit sounds interesting.


I think you can have robots- they would just not have true AI...they'd be robots in the literal sense.
Alright, some in-universe fluff talk is in order! :P

Any of you got ideas on military styles and themes? Mine of course, while a work in progress, is blue, blue and more blue :P Plus Robots, Cyborgs, and elite-ish(mediocre for some) old guard type units.


Heavy walkers from the Age of Conquest supported by mercenaries, conscripts and most importantly xenos auxiliaries and sellswords of various species. Similar story in the navy- powerful archeo-tech ships of the line supported by pirates, xenos and profiteers.

My idea is that tech from Age of Conquest was designed by AI and vacare working in unison and is of still-unmatched or barely matched quality, because- since the demise of AI- weapon systems of that power cannot be easily recreated, which means the Kesselbrood's antique military forces are powerful but irreplaceable, so they depend heavily on mercs and xenos to do most of the work. In addition, their possession of archeo-tech weaponry has let them neglect their military industrial base.
@Isotope

Could I be really annoying and also pls snag the system directly to the left of my northernmost system, connected to it by the longish curved trail?

Gotcha @Flagg
i.imgur.com/yssaYQH.jpg


Thanks. Just to be clear, I intend the system that cuts off @Drunken Conquistador's territory to be contested, not under my control. We can hash that out later, just wanted to reserve that system.
@Isotope can i reserve the triangle of stars just to the left of @Drunken Conquistador's area?
Imperial Assessment has been updated in my sheet, let me know if anything's wrong.


Derelict war 2.0?
Random thought: Wouldn't it make sense for the Vacare to have been kept on a very tight leash by the Empire? Kind of how like in The Witcher (odd example, but still) the mages of Nilfgaard were considered valuable but very disposal assets. I was hoping Vacare would be less prevalent, but that's just me personally. It just kind of makes sense to me that the Empire would consider these super-human people to be a potential threat, and actively suppress them. Using their potential, but never allowing it to grow out of their control. Now that the Emperor is dead, many Vacare could be using the opportunity to break away or push reform. Some of the loyalist, obedient Vacare would try to preserve the status quo to keep their cushy positions in the court.


I agree on all points. I'm actually going to retcon my sheet to change the Subtle Voice to not be a vacare sect, but...something else, having to do with Petrichor. To use SW lingo they'd be force sensitives, but not jedi or sith, and will have decreased prominence in my faction. I'm going to play up the idea the House Kesselbrood is very xenos-dependent and affiliated. Stay tuned for an updated NS.
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