Known primarily as Klomster, both on the net and on real life.
I really enjoy roleplaying and do so every weak, preferably twice in two different campaigns. Sometimes even more.
From time to time i've done some forum roleplaying with mixed success. I've tried GM-ing with even more mixed success and all in all, i find forum rp's enjoyable. Hence why i joined, hoping to play some forum rp's and OWN at it. (Or something.)
I have an erratic thought pattern so my posts can appear as incoherent, if you notice you can just mention it if i should clarify anything. Other than that, hey there fellas.
The golden fleet of Talakhi. The island, the land holds many names, all different to each of its many inhabitants. With an island this size, it means one thing..... sea.
For humans for beasts for gods, the sea is something that always need to be taken into consideration. Empires have risen and fallen when men have forgot the sea, and the sea is something that will always matter more to some than others.
For the Talakhi trade republic, the sea can never be forgotten. Without the sea they would not have been born, thrived from distant and coastal trade and created a blooming merchant republic with the finest vessels money can buy.
Their vessels feature golden inlays along its features, a wedge shaped prow piercing the water beneath, beautiful red details like railings and masts and the triangular pure white sails with the eye symbol of the Talakhi trade republic. This is always a welcome sight since it means new exotic things, spices, or just new clothes have come available and can be bought for a fair price.... for the Talakhi at least.
Upon the grandest vessel in the fleet, Grand Talakh, whom is said to have roamed the sea for a thousand years and a day, the heart of the trade republic resides. The republics inner circle, the council of ten, whom as the most influential and powerful, not to forget wealthy, control the will of Talakhi and their goals.
The republic has a grand fleet, but only Grand Talakh could be defined as a real warship. Massive in size, built like a fortress with ballistae and onagers dotted along its defenses, with more sails than could be counted by common men, it stands more akin to a city than a regular ship. A booming society lives aboard and live in luxury as the trade fleets bring all kinds of goods to the vessel. What cannot be found on Grand Talakh, cannot be bought with money.
While the republic itself cannot face a real threat, defense can be bought and as long the price is gold, the republic provides. Money being something the republic have in great abundance.
The Talakhi trade republic is in the tribes kingdoms and nations section. It has 1D6 put into its creation, this gives them power 2. This faction is not warlike. But will defend its assets and interests, in force if needed.
The golden fleet of Talakhi. The island, the land holds many names, all different to each of its many inhabitants. With an island this size, it means one thing..... sea.
For humans for beasts for gods, the sea is something that always need to be taken into consideration. Empires have risen and fallen when men have forgot the sea, and the sea is something that will always matter more to some than others.
For the Talakhi trade republic, the sea can never be forgotten. Without the sea they would not have been born, thrived from distant and coastal trade and created a blooming merchant republic with the finest vessels money can buy.
Their vessels feature golden inlays along its features, a wedge shaped prow piercing the water beneath, beautiful red details like railings and masts and the triangular pure white sails with the eye symbol of the Talakhi trade republic. This is always a welcome sight since it means new exotic things, spices, or just new clothes have come available and can be bought for a fair price.... for the Talakhi at least.
Upon the grandest vessel in the fleet, Grand Talakh, whom is said to have roamed the sea for a thousand years and a day, the heart of the trade republic resides. The republics inner circle, the council of ten, whom as the most influential and powerful, not to forget wealthy, control the will of Talakhi and their goals.
The republic has a grand fleet, but only Grand Talakh could be defined as a real warship. Massive in size, built like a fortress with ballistae and onagers dotted along its defenses, with more sails than could be counted by common men, it stands more akin to a city than a regular ship. A booming society lives aboard and live in luxury as the trade fleets bring all kinds of goods to the vessel. What cannot be found on Grand Talakh, cannot be bought with money.
While the republic itself cannot face a real threat, defense can be bought and as long the price is gold, the republic provides. Money being something the republic have in great abundance.
The Talakhi trade republic is in the tribes kingdoms and nations section. It has 1D6 put into its creation, this gives them power 2. This faction is not warlike. But will defend its assets and interests, in force if needed.
The island, the land holds many names, all different to each of its many inhabitants. With an island this size, it means one thing..... sea.
For humans for beasts for gods, the sea is something that always need to be taken into consideration. Empires have risen and fallen when men have forgot the sea, and the sea is something that will always matter more to some than others.
For the Talakhi trade republic, the sea can never be forgotten. Without the sea they would not have been born, thrived from distant and coastal trade and created a blooming merchant republic with the finest vessels money can buy.
Their vessels feature golden inlays along its features, a wedge shaped prow piercing the water beneath, beautiful red details like railings and masts and the triangular pure white sails with the eye symbol of the Talakhi trade republic. This is always a welcome sight since it means new exotic things, spices, or just new clothes have come available and can be bought for a fair price.... for the Talakhi at least.
Upon the grandest vessel in the fleet, Grand Talakh, whom is said to have roamed the sea for a thousand years and a day, the heart of the trade republic resides. The republics inner circle, the council of ten, whom as the most influential and powerful, not to forget wealthy, control the will of Talakhi and their goals.
The republic has a grand fleet, but only Grand Talakh could be defined as a real warship. Massive in size, built like a fortress with ballistae and onagers dotted along its defenses, with more sails than could be counted by common men, it stands more akin to a city than a regular ship. A booming society lives aboard and live in luxury as the trade fleets bring all kinds of goods to the vessel. What cannot be found on Grand Talakh, cannot be bought with money.
While the republic itself cannot face a real threat, defense can be bought and as long the price is gold, the republic provides. Money being something the republic have in great abundance.
The Talakhi trade republic is in the tribes kingdoms and nations section. It has 1D6 put into its creation, this gives them power 2. This faction is not warlike. But will defend its assets and interests, in force if needed.
Now just to figure out a faction. I know something i will want to pursue, but will add later.
For the moment i will just use one of my D6 to add a group of free traders. I will come up with a description but for the moment they are a naval trading group, similar but smaller than the hanseatic league.
Me, John and Goku are playing. We start with 8 die each.
I create a faction resembling imperial rome. With 3 die, making it power 5.
John makes two factions, pirates and traders. He makes the pirates more powerful. Also spending 3 die. Pirates power 4, traders power 2.
Goku creates a god who is a divine wind. With power 4, using 2 die.
I think pirates are ruining the trade possibilities for rome, so i initiate an attack with rome against the pirates. Spending 1 die to do so. Goku takes up defending the pirates. John thinks this conflict is in the interest of the traders, and have them support rome.
GM rolls dices. I suppose D6's? With rome's side having 2D6, it wins. Rome grows in power from the boosted trade with the traders, and the pirate fleet is severely hurt.
I have 4 die left, Goku 5, John 4. Rome's power is 6, pirates 3, traders 2.
I got everything right?
What happens if a faction in conflict gets no die? Is the factions power added to the die roll? Can anyone literally teleport around the world to help anyone, even if it doesn't make sense? What setting is it? Fantasy is implied but never stated.
Gotta say this seems fun, and will consider joining.
@Willy Vereb It seems you understand exactly what i had in mind. That mysterious unknown whom cannot be fully comprehended. With a similar curiosity and boredom, intrigued by such weird lifeforms.
Too bad it seems i can't play him. :/ I had a bunch of scenarios already thought out and all.
Perhaps i could make an entire space empire of "ancients" with the same powers and all... oh wait, that would actually be a silly request. Edit:Also, he would also have slept for a long time and know nothing of the galaxy as it is now. So i'd claim it fits as an emerging empire-ish. And what can my ancient do? Blow up one or more ships? Other empires can easily do that as well. But then what? That empire will start to hunt him down, sure he's good at getting away, but with some work that empire could probably find a technology to keep him from escaping, and then he would be hounded til destruction.
This is a nation roleplay. If you want to join, submit a nation sheet. Also read the OP, and reread the rule concerning keeping ridiculousness levels below desk worshipers.
@Keyguyperson-Keep ridiculousness levels below "Desk Worshippers". You know, unless you happen to have a realistic explanation. Which you don't.
This saddens me. :( especially since keyguy was rather supportive of the idea the first time i suggested it.
Also i don't know why you put that quote in there, since i don't see the relevance to my App. So i take offense at that. My idea is not silly and no desk worshiping is present.
I will however respect your view on it having to be a proper nation i submit. So unless keyguy says otherwise i consider myself as not approved. :/
Known primarily as Klomster, both on the net and on real life.
I really enjoy roleplaying and do so every weak, preferably twice in two different campaigns. Sometimes even more.
From time to time i've done some forum roleplaying with mixed success. I've tried GM-ing with even more mixed success and all in all, i find forum rp's enjoyable. Hence why i joined, hoping to play some forum rp's and OWN at it. (Or something.)
I have an erratic thought pattern so my posts can appear as incoherent, if you notice you can just mention it if i should clarify anything.
Other than that, hey there fellas.
<div style="white-space:pre-wrap;">Known primarily as Klomster, both on the net and on real life.<br><br>I really enjoy roleplaying and do so every weak, preferably twice in two different campaigns. Sometimes even more.<br><br>From time to time i've done some forum roleplaying with mixed success. I've tried GM-ing with even more mixed success and all in all, i find forum rp's enjoyable. Hence why i joined, hoping to play some forum rp's and OWN at it. (Or something.)<br><br>I have an erratic thought pattern so my posts can appear as incoherent, if you notice you can just mention it if i should clarify anything.<br>Other than that, hey there fellas.</div>