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10 yrs ago
I'll be away on a trip for a few days so my activity will be low
11 yrs ago
I'll be on vacation for a few days so my activity will be low

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@Willy Vereb, I've reviewed your nation sheet and for the most part I do not see any problems of note, but there is one issue I have some ambivalence for. Specifically the description of your ship sizes. I realize you were describing city-ship like structures meant to house enormous populations, but they still seem somewhat larger than the average for the setting.

In tends to be a case in most space NRPs that nobody can ever agree on any sort of standardized ship sizes/classifications. One person will want their largest ship to be no more than five hundred meters long. Others want two kilometers. Some want ten. Some want one hundred. It leads to continuous arguments and never tends to be resolved satisfactorily. I personally tend to avoid defining the exact dimensions of all my vessels for exactly this reason.

The easy workaround here would just be to remove the actual numbers for your ship sizes and simply describe them as being colossal in size. If you're really attached to those particular figures though, I suppose you could ask for both @Queen Raidne and @Keyguyperson to chime in with their opinions on the matter. If I had to make a hard ruling, I would be inclined to let you keep your ship sizes. I'm only bringing it up because of the problem described above.
It's because these aren't space ships but mobile colonies.
Their purpose has nothing to do with fighting space battles. Sure, they are armed and practically the only thing which has energy shields in Krugstahl but their purpose is to carry Knights over interstellar distances and also serve as their habitat during peace.
My actual warships are roughly 250-450 meters long albeit even those are more like semi-carriers which deploy the mechs.
Yes, mechs are the main form of combat for Krugstahl. They have poor endurance and can be brought down with relatively minimal firepower but they are fast, agile and use compressed energy systems to make their weapons notably powerful compared to their size.

Also I really don't get what's the deal about the size of ships.
It's a nice info and that's it. A ship could be 100m or 100km long it doesn't matter compared to how powerful it actually is.

It may be different if I make the Kriegslösser as large as moons and then make a million of them. That'd tell a ton about my industrial capacity and would scream OPness for this setting.

Anyways,Kriegschlösser are colony ships, they are living habitats which are absolutely not sacrificeable. They mean the world for each knight order, these are their homes.
These colonies were also amassed over the period of hundreds of years. I bet some nation can create entire fleets in a year.
So yeah, I don't see a point.
I already ran through this NS with Keyguy and Duck via PMs. I apologize that I forgot to invite you into the discussion.
To my (weak) defense I only read the co-GM list today.
@AdmiralkioAm I right assuming that the Haegemony is a multi-cultural/multi-civilizational nation which combines the tools of all nations?
I mean you imply that we are free to choose whatever equipment we want and even pick the appearance of the ship which follows design philosophies completely different from ours.

Also what are the limits or specifications on the technology we have?
I'm thinking of a main cannon which uses the FTL drive to send out a superluminal projectile for long range bombardment, for example.
My secondary armaments would also use field-reflected virtual light which in soft sci-fi language means I'll be shooting hard-light projectiles in combat.
I have many other ideas in mind but I just listed a few of the most important ones.

Would these be acceptable?
Principality of Krugstahl


History
Krugstahl is a human colony originating from Earth's early interstellar history. It was supposed to be the first large-scale interstellar exodus vessel, propagating humanity in the distant reaches of the galaxy. For this purpose it mounted a gigantic and still experimental black hole engine which powered its "Jump Drive", design 80% identical to Warp Drives yet working by a different wormhole-type mechanism. All trials were a success and live-testings went perfectly. The next step was launching a wholly equipped colony to the Horsehead Nebula. The giant colony was equipped with a scaled up Jump Drive and blackhole engine and by 2092 it gained the shocking number of over 100 million inhabitants. Unfortunately Kurgstahl's systems suffered a critical malfunction during its maiden voyage, making the entire colony disappear. People were rightfully assuming the worst and this tragedy led to the ban of blackhole engines and the abandonment of Jump Drives. In truth the system was successful, maybe even too successful. The Jump Drive overloaded and sent the colony Krugstahl with its millions of residents to the edges of the Milky Way. Having no way to replicate this feat and return to Earth the colonists declared this world their new home, eventually growing into an entire fleet of wandering colony vessels.

Government/Society/Species
Principality of Krugstahl is a nomadic civilization that lives entirely in space. To their belief "gravity weights down human souls" thus they refuse to live in natural gravity wells, instead prefer their own colonies and space vessels. Indeed, over the centuries Krugstahl's population evolved to live in their low gravity environment. The vastness of space also had an unexpected effect on the people as many of them developed heightened sixth sense and at times even beyond, showing various psychic powers. Legend says their historical first leader the visionary Karl von Krugstahl did predict this, and called them "Neue Mensch" or Newtypes. According to him the Newtypes would be the next step in human evolution and would bring a great era of peace. Unfortunately neither of his theories proven right. Krugstahl's people are still warlike as ever and their once democratic system devolved into a feudalist principality, with the aristocracy taking all power. Newtypes are the government's favored tools for war and oppression. Unless born aristocrat a Newtype can only have two career options: Join the military and become a Panzergeschickt pilot or join the principality's secret police and use their psychic powers to spy on their own people. Some Newtypes choose the third option and go into hiding but they have no chance against their well-trained and experienced comrades. The principality is ruled by Duke von Krugstahl while the nobles are his loyal vassals. High-class nobles can lord over an entire colony or even oversee a cluster of colonies. They enjoy considerable autonomy and these can be considered small kingdoms. Colonies are cylindrical space vessels with the average length of 20 kilometers and the diameter of 4 kilometers, each holding at average 5 million people, making them effectively like a tiny country each. The only exception is the original colony Kurgstahl which is over 90 kilometers long and 16km wide, with the staggering population of 254 million people. Aside from regular aristocrats there's a military branch called Knights. Knights sire from aristocratic roots who pursue soldiering. Their title reflects their rank and influence within the military. Mere Landeritters (common knights) are just little above common troops, at best leading a Panzergeschickt squadron. Rittermeisters (Knight Lords) were owning colossal warship-castle colonies called Kriegschloss that made the heart of Krugstahl's military. There's also the unofficial title Oberrittermeister (Supeme Lord of Knights) who control multiple Kriegschlösser and thus effectively lead more than one Knight Order into battle. Knights are free to ally themselves with any aristocrat of sufficient status and it's a matter of prestige between barons to own the most Kriegschlösser with the best knights available. Still, while the aristocracy hold great power, even combined they could barely match the Duke who traditionally rules Krugstahl and owns close to one-third of the other colonies.

Technology

Having separated from humans during the early ages of interstellar travel, the Principality was forced to develop on its own. They have large self-governing automatized factories which can produce all their needs with various mining bases providing the required resources. Hydro-farms can cover all the population's need of food. Nanomachines are widespread in medicine and diseases are almost unheard of. Their primary source of energy is pure fusion reactors, gathering their fuel from stars and gas giants. Colony ships and Kriegschlösser have a controlled singularity engine as their main power which is also essential for their jump drive mechanism. No Principality ships smaller than a Kriegschloss are capable traveling interstellar distances. Weapon technology is sufficiently advanced with their fusion warheads approaching matter-antimatter reactions in power. To protect their crew from shaking and great accelerations they use inertial dampeners which Panzergeschick pilots also use to rapidly change vectors thus improving their combat maneuverability.
Military

[Military Anthem]
Just like their government, the Krugstahl military is in the hands of nobles. Knights of various title fill up nearly every leading position within the army who are free to swear their allegiance to any deserving aristocrat who. Yet in times of war Duke von Krugstahl can rally all nobles under the Bundeswehrmacht, often abbreviated just as the "Bund". In addition there was the duke's own personal army the Zentraler Kriegsmacht or just "Kriegsmacht", reserves kept exclusively for war while the central colonies were protected by another forces called the Reichswehr. These three organizations together formed the core of the Krugstahl military. Because interstellar travel capability was limited only to their largest vessels the Krugstahl military doctrines also concentrated around these. Using civilian colony habits as war carriers was foolish thus they developed a new kind of vessel, their mobile castles AKA "Kriegschloss". These were the base of operation for each knight order and the forward bases during military campaigns.

Mobile Castles are the heart and core of the Krugstahl warmachine. Their loss is a great blow for the fleet as they suddenly find themselves with no support, neither any means to leave the system. If Kriegschlösser are the core of the military then Panzergeschickten are the backbone of any offense. These are 10-15m tall humanoid machines armed with various weapons. They're fast, agile and surprisingly powerful for their size. It's said that their compact mega-particle rifles approach the firepower of a warship-mounted mega-particle cannon, thus in groups they could be a considerable threat. The tradeback of these machines is low combat endurance. Their thermonuclear reactor are overclocked and eat reaction fuel quickly. Their mega-particle rifles use energy packs which quickly empties out. Yet their utility in combat is unquestionable, so much that warships are forced to remain in support role. Panzergeschickten are versatile which is shown by the fact these machines are often Krugstahl sole form of land warfare, too. Krugstahl has infantry and posses few other land vehicles but the single most common military unit on the frontlines are the various types of Panzergeschickten.
You know, I just realized the our Elf King here has a huge, purple explanation point on his head !

@Willy Vereb You're a great writer, but this dude is getting more ridiculous by the second:
<Snipped quote by Hael>

And is that a snake in his hair?????
Well, that's elven religious symbolism and royal fashion for you.


I'm shocked you haven't realized yet that his hairdo pretty much resembles David Bowie.
He's the damned Emperor of Yllendthyr so he can apparently make any ridiculous outfit look good.


Anyways, I used Emperor Mateus from Final Fantasy.
And he's a bona fide villain in the series:


Notice all the spikes, blades, bat wing motifs, skulls and other typical villain motifs on his outfit.
It doesn't mean my Emperor is any sorts of evil. He's arrogant as hell, though.
I reason his strange outfit with just the differences in culture.

@Willy Vereb
Magic and rough size, yes? okay, let me think...

In terms of magic: We need to have a regulated system of magic, something that is widely accepted. as with dragons, magic creatures should be rare and elusive, so they don't dominate the battlefield. Battlemages should have very limited powers, such as throwing small fireballs or bolts of lightning with higher ranking mages able to take out small groups. Anti-magic, or resistance to magic, is also acceptable. Considering what few battles should take place - war is probably going to be highly uncommon - consulting the sides who are taking place in the battle is advised.

Magic outside of combat - Healing mortal wounds, curing deadly poisons and recovering from disease will require a lot of effort, focus and energy, probably only one or two very adept mages could cast them. Smaller things, like curing minor injuries or nettle stings, shouldn't require too much effort. I will have to object to Illusion-style spells unless the receiving party is comfortable with such a spell being cast
Yeah, it would be preferable if we talk things out.
Widespread use of magic must not make conventional weapons obsolete in comparison.
Powerful magic users can be a fun addition if they are only used as super special and rare assets in battle.
As for healing, yeah, if healing magic can cure everything then they pretty much solve the majority of problems with a medieval world. Too easy, too OP.
As for illusions, I think they can be fine, again if used with moderation.
Same with mind control. If the practices aren't too OP but something which can rarely have its uses or give nations a well-grounded reason to fear magicians then I could be okay with it.
So yeah, everything in moderation.

Anyways, time to introduce what I roughly plan for my nation.
How do you feel if my elves have extensive use of Griffins or its derivatives.
They are less of über units and more like literal air cavalry. They have their various ups and downs and of course griffins are still more expensive than horses.
I also think about making air carriages for nobles or chariots riding in the skies. Of course towed by rows of Griffins.
It'd be pretty fun.
If you worry about griffin archers or such, the problem is that winds are greater in high altitudes plus that distance is both a curse and a boon for them. Ground archers may find difficult to hit them but so would Griffin Archers find difficult to hit anything on the ground. So there would be a more optimal altitude for them when griffins are used in battle. I may also think of Griffin Knights if the weight limits isn't too strict. Basically Griffin Riders who attempt to pierce their foes with a lance while directing their griffins in a dive move.
I would also think that magic/alchemy would be implemented with my nation in a method close to technology. The results aren't powerful but can help to bridge some minor technical difficulties.
Basically it'd less of an "über OP magic world" and more like an odd empire with their own unique development.

In terms of size: Europe is roughly 10,180,000 km², whilst Asia is roughly 44,579,000 km² in terms of Area. I see our nation as being more Oceanic than European or Asian - roughly 8,525,989 km².

In terms of area, our continent is around 10,000,000 km². Not sure how that fits into population density, however.
Wow, that's an amazingly small continent.
I mean if I take the square root of 10,000,000 kilometers you get roughly 3000+ kilometers for each side.
I thought the map would be closer to a 10,000 x 10,000 km area.
Oh well according to a rough calculation my empire has the total landmass area of about 151,000 km², then.
That's slightly larger than Greece.
That means I have the population of circa 1-2 million people.
Alright I can work with that.
Also I messed up the calculation for @Nerevarine's territory.
I'm only about 8 times larger.
If we assume his lands are apparently having a rich soil and such then he may even surpass the 1 million mark.
Still, this is a pretty major turnover for both of us.


<Snipped quote by Willy Vereb>

You...monster. Having more than about four or five tabs open at once drives me insane; it's one of the biggest and most irrational pet peeves that I have. A close second to that pet peeve is open doors. Doors exist to separate rooms and to do that they must be closed. When I see an open door, I want to close it.
Well, I typically open links with the middle button and I keep sites which I may use in the foreseeable future (say, within a week).
Doesn't help that I set my browser to remember my last session.
I also leave pictures or downloads which I may be bothered in the future.
Stuff related to the Elves need circa 5-10 tabs for me, for example.
Currently I have 2 windows with together 33 tabs open.
It just... happens.


<Snipped quote by Willy Vereb>

How I hoped my browser crashes just now instead of me closing it manually.
My browser warns me if I want to close a window with more than one tab opened.
And since I have at least 10 tabs active in general it means such mistakes never happened to me.
On the other hand I did lose my post on RPGuilds due to connection issues before so nowadays I copy my whole writing on clipboard via CTRL+c before clicking on the damn post button.
Also sometimes I accidentally close tabs and lose my post that way.

I wrote around 10k words, and I accidentally click the X instead of minimize icon when I tried to close my Itunes.
FML....F.M.L.........
This happened to me about a few dozen times by now.
Of course not only on RPGuild but on many other forums.
Oh well, on the bright side if my browser crashes but I didn't manually close the tab Firefox tends to recover the words even on RPGuilds.
It saved me time several times by now.

Anyways, I have a slight issue to decide the population of my empire.
SSE has over 50 times larger territory than @Nerevarine who has the population of 6.5 million.
On the other hand both @eemmtt, @Elitestpotato and even @Thrashy has larger territories than me and likely considerably less mountains yet their population is around 5+ million.

I can imagine that Nerevarine compared his lands to UK and maybe boosted a bit because Orks are likely reproducing faster.
But unless the map is indeed the whole world I think that assumption is not the best.
Then again, probably the other nations also need some boost in their population, depending on how large these lands actually are.

Anyways, I think I leave my population at 5 million for now.
I'll alter it when we were shed some light on this issue.

Speaking of which:
@White Feather If possible can you give use a rough estimate on the size of this continent?
How wide is the map?
5,000 km?
10,000 km?
20,000 km?
This and using medieval statistics would help me great time to determine roughly how many people my empire could have.
I'm still sorta waiting for White Feather to respond to my questions.
Albeit I'll post up my NS whenever I can regardless.
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