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Tverios: The Conquest

The world is covered in a patchwork of nations and peoples, a chaos of war and misery. For millennia, we had to accept this as a fact of life. But now, our lord, Oromis, has returned, and he will topple the petty kings who refuse to bend the knee. The time has come to break the inertia of our world.











This RP is set at the return of the immortal Coromis, on the Hamrock Islands. Players will be his courtiers, advisors, and generals, who will lead his armies with the eventual goal of uniting the world under a single Emperor.

If you guys have any questions, I'll be in this chatroom as much as I can.
In either case his own citadel's lord felt threatened by his competence and didn't believe someone of his abilities was content with remaining a servant and had them cast out to die of starvation and exposure at sea.


Self-fulfilling prophecies are really the best kind of prophecies.

I'm writing up the OOC at this moment.
Alright, I'll give you guys teasers about the background so that you have something to think about while I'm writing up the lore.



Some rough summaries of the nations:

Nice to see all this interest! I'll work on fleshing out a setting for us to set ablaze.

I'm working from nothing, so if you guys have any ideas for countries to topple, feel free to pitch them.
Alright, been thinking.

The RP begins at a standoff. There are two groups: one who is loyal to the current King, and one who resents the King. I'm not sure what the disparity is between these two groups, but I'm looking to Wars of the Roses for inspiration. The rebels have gathered their forces and marched towards the capital, but the King has assembled his loyalists and marched forth to meet them. Two encampments stand at opposing sides of a mountainpass, and a battle is about to occur. However... a parley has been accepted. The rebels are invited to peace talks with the loyalists. The goal of the rebels is to negotiate terms, while the loyalists must try to do what they can to prevent bloodshed or whatever - your goals are your own. And then we go from there.

One important thing to note is the Paragon. Each faction has a Paragon, and this is essentially the strongest and most important 'piece on the game board', so to speak. The Paragon is extremely loyal, probably a son or close friend; he can fight well, inspires his soldiers, and leads like a true commander. He can turn the tide in battle, and could mean the difference between victory and defeat.

Perhaps the Royal Family has been killed and now two rival lords are vying for the thrown; you must pick a side - or make your own side, up to you. We can do a second plot concerning the princess and her loyal retainers as they escort her to safety, and perhaps she can rebuild an army later on.

I was considering resources. Supplies, Coin, and Food, and each faction produces one. You need to secure alliances or conquer land to acquire the rest. Run out of supplies, and you have no weapons to fight with; run out of coin, and you've no money to pay your troops; run out of food, and your men starve and desert. Perhaps each faction has 4 territories, so have +4 of their resource; losing a province decrease that to +3, while that +1 which was lost goes to the conqueror. Otherwise, you could initiate trade and you get +1 of their resource per turn, and they get +1 of your resource per turn.

Or perhaps everyone produces all three resources, some just produce more than others. And I like the idea of Traits. Maybe one faction is known for powerful knights, another known for poisoning people in the past. Maybe you have a powerful fleet, etc. I'll allow X amount of traits per faction. Everyone may have about 5000-7000 soldiers in their army to begin with, so merged armies of 2 may exceed 10000-14000, and on and on as they gather more allies. This is your starting force; you'll never have this many men again in the future.


Again, that's pretty gamey for mechanics. I think the only "Resources" should be levies and coin, both of which are derived from how much land you own. As for exact troop numbers, it should vary from player to player (it'd be strange if we all had the same amount), but more in the 1000-6000 range.

The Battle of Towton, by far the largest in the War of the Roses, had around 30 000 men on each side, and that was the combined might of the entire factions.
Alright, fellow Guilders, some musing I've been doing lately.

Most pre-industrial RPs have, in their background, some sort of empire, usually founded by a guy called "X the Conqueror". Sometimes, the RP even takes place during the conquest, with the players fighting against imperial aggression.

What I had in mind was to instead have an RP set during the conquest, where players are exiled nobility, mercenaries, philosophers, and other assorted courtiers fighting FOR a conqueror. We'd be the best and the brightest of the world, united to unite the patchwork of nations under a single flag. People who make a big contributions to the war effort could be given the rule of the territory they had conquered.

Basically, Aegon's Conquest, but we're the ones with the dragons. Thoughts? If you guys are interested, feel free to pitch in whether you prefer a fantasy setting or a gritty non-fantasy.

Yeah, it'd be better to avoid something as restrictive as a class system.
We're all agreed, then. This thread is now a forum for discussing anime.
Ohhhhh I don't watch anime. Well that's not entirely true, I have mass effect and dragon age movies that are done in anime style.


I understand completely, I'm pretty much you in that regard. I really can't get into most anime.

Which says a lot about the fact that I spent an entire day non-stop watching Attack on Titan. I want my life back!
Attack on Titan, one of the rare anime I actually like.

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