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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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Since my population is China, it's definitely whatever the max pop is. . .
This may help:
qzil.com/kingdom
As for the size of your nation by roughly eyeing it I measure it around 35,000 square miles.
Pop density could be anywhere from 70 to 100 men per square mile. Whichever is sympathetic to you.

@End HereThank you and I think 400,000 might be still a bit low.
And your current 95k population certainly is.
Europe is roughly 1300 miles long which is a good comparison here for the mainland's length, IMO.
30 men per square miles is considered low end according to the source I linked.
Given the size of your territory I estimate you could easily have 2-4 million people depending on your level of development, fertility of your lands and how much arable land you have in general.
Actriser's not-China is the same.

The small green area is the territory of Yngvar.
I'm short on time so this is still heavily incomplete:

Hmmm, makes sense. I had that as a temporary number anyway.

@ActRaiserTheReturned You can change population if you want ahahah, Also Earthbound spirits what're they?
I see.
Well, this may also help:
http://www222.pair.com/sjohn/blueroom/demog.htm

My nation will be either coastal or even based on a single island.
Speaking of which any concept on how large is this continent?
@End HereI feel that 50,000 might be a bit small still.
Athens had the population of 300,000 and it was just one of the largest city-states.
I'm totally fine with straying from the formula, as long as you ask! which you did! I was thinking a god who works directly can better influence his people. Instead of having to work indirectly through priests and such.

And onto the dwarves, like runes and such for their works? I think that'd be fine, instead of being as potent as a normal mages it can be reduced and do you want to use heroes or no? @Willy Vereb

Is there a better way things can be suited to you? I don't expect this to be very fast paced haha.@ArenaSnow
I can have people with extraordinary abilities but they won't be heroes. Just talented dwarves.
As for runes, yes and no.
Dwarves would carve runes on their more magical weapons but the letters themselves have no power. They are just excellent pieces of craftsmanship and host of intricate techniques which make the magic effects work.
They'd be called rune craftsmen and popularly it'd be beleived that runes give them power but the reality is more complex.
Also in general all dwarven craftsmanship has faint amount of magic in it. Yes, these will be almost insignificant but for reasons such as this is why dwarven steel and equipment made from them is thought as better.
Actually if all players are okay with it I may even include in my history that steel was originally created in Yngvar and its knowledge spread over the time.

@Damo021

Considering there is a lack of stoned Elves making 15 meter wide jet engines, Soviet polar bear cavalry, 20th century warfare that can instantly goes back to 16th century fighting, submarine dreadnoughts and Dragon Solent Green in most NRPs, I'd say this is by far the most interesting NRP I've ever seen
I am currently running an RP where AU WW2 Japanese who are on their way to conquer Earth are transported to a fantasy world and now locked in a fight with World of Tanks.
Or S.H.I.E.L.D. teamed up with President Obama are fighting back against GLA from C&C Generals.
And these are just two examples.

But yeah, this is close to the second place to me.


Yep! The God mechanic is just something fun ahahaha.
Alright, what advantages does a directly interacting god does have?
I mean while having heroes is nice it's outweighed by the utility of mages. Does the directly interacting god actively do miracles for his/her people?

Also can we stray from this formula with GM permission?
For example I'd choose the God of craftsmanship Yngvar who casually walks among its creations the Dwarves. They focus on craftsmanship and technology and dwarves are incapable of casting spells, neither they posses heroes. On the other hand a subtle form of magic is present in all their creations and the better the craftsmanship the higher quality of magic is imprinted in them.
Dwarves are practical and down to earth. They have little interest in territories or squabbles with other nations albeit they do actively engage in trade.
I plan dwarven traveling merchants to be a welcome sight in most countries.
@End HereI'm not sure about this "god mechanic" but basically this is your fantasy NRP idea?
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