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    1. TJByrum 12 yrs ago

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Traditional Varan Names

Female
Gyda
Ella
Helia
Haelga
Runa
Siri
Siggy
Aela
Ingala
Neera

Male
Ferrik
Jorn
Bjorn
Joric/Jorik
Torik/Toric
Ragnar
Rollo
Finn
Thorgrim
Jon
Haldan
Kinut
Valius
Vald

Family Names
Valgard
Caulsik
Cottick
Reserved. Not sure if I want to go the honorable path or the renegade path.

Expect a sword, shield, and bow-using commoner from the North.
Feel free to talk all you want here; offer tips, suggestions, contributions, etc.

Important Landmasses

Darklands (Medium Continent) - A land southwest of Omeria, shrouded in darkness and mystery. It is home to orcs, goblins, trolls, dragons, and more. It is rumored the Blightlord lives in his great fortress somewhere in this land.
Isle of Dracos (Small Continent) - A small spit of land sitting west of Omeria. It is where Dracos and his dragonriers landed many years ago and was the site of the War of Five.
Northlands (Large Continent) - A frigid region of never ending winter where the Icelord is rumored to live. The Frigid Men live here amongst the Giants and the Ice Drakes. It lies directly north of Omeria. Every winter, the White Sea freezes over and allows the Icelord's army to march into Asgeir.
Omeria (Large Continent) - A large continent where the Omerians, Sauls, and the Varan originated from. It was once the site of the great Omerian Empire.
Western/Eastern Lands (Large Continent) - An unknown land of exotic people, thought to be the origin of all elves. A great desert is said to cover a good bit of the land while tropical forests and temperate regions cover the rest. It lies to the east/west of Omeria.
The Vale (Large Island) - An island sitting northeast of Omeria, covered in a dense fog. All who venture here never return. It is as if the mist consumes your very flesh.

Important Locations

Asgeir[/u] - The northernmost region of Omeria, homeland to the Varan, and site of the Varan Kingdom. It is a cold and harsh region with many dangers.
Bleakwood - A dark and twisted forest located in Omeria. There's no telling what dangers lurk within these woods.
Joria - An important settlement in Asgeir. A Varan by the name of Joric rallied a group of men here and formed the Jorian Riders who would reclaim Asgeir from the Icelord's army. The settlement was later named after him and the Jorian Riders Guild lives on to this day.
Night-Raven Inn - An important inn sitting outside of Valuun Keep.
Paals - A region in south-east Omeria, home to the Paladins and the Templar Order.
Ravenrock Inn - An important inn in Raven Fields of Omeria.
Saul - A region in northeast Omeria, home to an army of powerful knights.
Stormhold - Capital of Asgeir.
The Heartlands - Central region in Omeria, homeland of the Omerians, and once the site of the great Omerian Empire.
Under Deep - Cavern of harrowing secrets below Valuun Keep.
Valuun Keep - Massive fortress constructed by General Valrund the Mad who some say built it to secrete Under Deep.

Important People

Blightlord - Demi-god ruling in the Darklands.
Gyda Valgard - Daughter of Joric Valgard.
Icelord - A demi-god who makes his home in the Northlands and rules over the Frigid Men and the Giants.
King Joric - Ancient but important king who rallied the last Varan and drove the Icelord from Asgeir.
Joric Valgard - Mysterious Varan, formed Keeper of the North.
Sidonis - The Darklord, a demi-god.
Valius Valgard - Brother of Joric Valgard and a Keeper of the North.
Wraithlord - Demi-god.

Roleplays

Isle of Dracos
Ravenrock Inn
Under Deep

Important Events

Invasion of Asgeir - A long war that saw the conquering of Asgeir by the Icelord and his army; Joric would later rally the last Varan and drive them from the land and reclaim their homes.

Other

Icebreaker - Legendary weapon of the Icelord.
Jorian Riders - Legendary guild in Joria; esteemed and capable cavalry warriors.
Keepers of the North - Expertly-trained warriors from Asgeir; covert agents who ensure the safety of Asgeir.
Ki'gar - Traditional piece of clothing that all Varan wear.
Knights of Saul - Force of powerful knights from Saul.
Omerian Empire - An ancient empire of Omerians that fell centuries ago but whose influence has shaped the world.
Stormguards - Powerful warriors and guardsmen of Stormhold in Asgeir.
Templars - Army of religiously-radical knights with powerful spells in Paals.
Varan Kingdom - Monarchy that rules over Asgeir.
Space Crew sounds the best to me; always wanted to do one like that.
Also, we'd be comparing our years to the new years. Back then we may have fought with swords, shields, bows, magic, and staves and nowadays everyone is fighting with gunpowder which has began to push magic into de-evolution and made our skills worthless. And the people we once fought for and gave our lives for are now dead and gone, overshadowed by a new Nation who fields powerful armies to deal with the great beasts and dangers that our little group used to deal with.
Okay so I was thinking of a tavern roleplay and surprisingly enough I got some inspiration from How I Met Your Mother (HIMYM). It focuses around Ravenrock Inn, has a lot of flashbacks, and revolves around a group of friends. We take turns being the 'GM' and talking about our past.

Over a decade ago we all met each other at Ravenrock Inn for reasons I have not yet decided. It was here that we would begin an everlasting friendship whose bonds were so strong nothing could tear us apart. But that was long ago. We have since 'retired' and moved on with our lives; most of us are old, weary, tired, or even disabled.

But we have decided to meet up again at Ravenrock Inn to reminisce on our past. We sit at the same table we met at, order some drinks and tasty food, and we talk about our greatest tales. We will each take turns being the 'GM'; on your turn your character will begin to tell a story; the setting, our goal, etc; once he's done it goes to the next character. So my character may start talking about the time they defeated the Icelord in the Northlands and RP during that time, then when it's over we revert back to the present where Evershadow's character starts talking about the time we fought our way up the Towering Spire and defeated the Blood Golem's, then we revert back to the present and so on and so forth.

Ravenrock, RavenRock, Raven-Rock, Raven Rock... ain't yet decided... which do you think looks better? As I continue to think, I had considered setting the RP in Night-Raven Inn, a location in my other RP called 'Under Deep'.
I'd be interested in this.
I love Boba Fett, so Athinar gets +1 points.
That's actually part of something else. This is more or less a page of ideas until I materialize something.
This is a NRP, but it doesn't focus on taxes, or resources, or anything of that nature. Instead, it will focus solely on a dynasty and its armies.

In a nutshell you will start out with a few family members. You are the vassal of a city under the liege of the king, whose line has been ruling your lands and all surrounding lands for many centuries. That particular king has been killed and he has true heir, so the kingdom has splintered into various vassal-states. Your goal is to simply survive the coming war.

The best thing to do would be to send out envoys to the surrounding vassals and try to ally with them. They will present terms and you must fulfill them or you can keep looking for someone else. At any time you may raise an army. Armies will equal in the 15,000-20,000 range, and this is probably the only time your army will ever be this size.

From here, you will assign a number of troops to your vassals/family and send them out to do battle. You will be controlling each of your characters in the war and plan out battles and even fight in these battles.

You may ally together, marry your family members, plan assassinations, hire mercenaries, etc.
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There are two ways to obtain income: Taxes and Trade. Every settlement in your control will pay taxes, and you will choose this tax rate. A high tax rate may cause unrest and can lead to revolt and will have a higher chance of being bribed by another kingdom. Lowering taxes will improve popularity amongst the masses, but you won't get a lot of income. Trade on the other hand is a bit more complex.

Every region you control has Trade Goods and Demands. There are a number of different resources, and each region produces a select few of them called Trade Goods; anything they do not produce is a Demand. So if a region does not produce fur, then fur becomes a Demand for them. When you initiate trade rights with another country, if any demand/goods match up you get additional income. So if you produce gems in one of your regions, and they have a demand of gems in one of their regions, then you get income for that.

You need income to hire soldiers. Even after hiring them, you still need them to pay upkeep for your armies. And even then, income can be used amongst the players to bribe rival settlements, hire assassins, buy territories from other players, or offer it as a gift.
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Underhanded Actions

You may attempt to bribe rival territories, hire assassins to kill key personnel, and whatever else you may think of. The success of all this is determined by a number of factors.
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Villages begin with 500 population. This number increases by 10% every turn. All villages have a base of 5 tax; this means every citizen will pay 5 coin every turn for tax. So 500 citizens pay (500*5=) 2500 coins every turn. If you increase taxes to 6, population growth drops to 8%, taxes of 7 drops to 6%, and so on and so forth.

Stability begins at 5, which is average. Every time you increases taxes by 1, stability drops by 1. If taxes decrease by 1, stability increases by 1. So on and so forth.

When you raise an army, the population cannot go below 500. So a town with a 1000 citizens can produce 500 soldiers. Soldiers cost 4 coin to hire, so 500 soldiers would be (500*4=)2000 coin to hire. Upkeep is 2 coin. So every turn you have to pay 1000 coin as upkeep for your 500 soldiers.

a normal village's population increases as such:
500-->550-->605-->661-->727-->800-->880-->968-->1065 (upgrades into a town)-->1172-->1289
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There are 2 types of soldiers, 3 types of armor, and 3 types of weapons, allowing you to make 18 different types of troops.
Infantry, or Mounted? - To put it simply, whether or not the soldier has a horse. Mounted troops are always faster than infantry.
Light, Medium, or Heavy? - Lighter armor allows more mobility, while heavier armor limits mobility. Heavily armored troops have better defense however.
Missile, Core, or Spear? - Ranged troops can attack from afar, Core troops use swords, maces, and flails, and Spearmen are good against cavalry.
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