Landlocked I can definitely do. And I'm sure I'll be able to snuggle you up to a mountain or two.
09-06-14 03:52 PM
You already know what im after.
09-06-14 03:54 PM
Of course. I've got a spot on the map that should suit you just fine.
09-06-14 05:44 PM
Originally Posted by Romero's Own
While we wait for a couple of others to get their sheets up, can I get some people preferences as of positioning? Just vague stuff like "landlocked" or "mountains"
Pretty sure I described it in my sheet.
Pale Dominion is a mountainous region that is land locked as well. It has some plains and flat areas at its outer edges though.
09-06-14 06:49 PM
Okay, I should be able to do that. You guys all seem to like mountains!
09-06-14 07:50 PM
It's because errbody wants to imitate my awesome mountain and landlocked style. It's cool guys, just see it as flattery :P
09-06-14 09:09 PM
Originally Posted by Krymson86
It's because errbody wants to imitate my awesome mountain and landlocked style. It's cool guys, just see it as flattery :P
Thanks for the flattery then. As my CIv had it first if anyone read my sheet. :P
09-08-14 02:13 PM
Updated my Civ's history, eventually I'll detail every capital. As for my location- completely coastal wetland. Looking forward to seeing the map.
Angel of Lies
09-08-14 05:26 PM
Swamps and bogs. Lots of swamps and bogs. Rivers too.
09-09-14 01:52 PM
if we can get enough interest I'd be willing to create a character RP to run along side this. Unlike the last one though I'm not sure the trait aspect will be necessary, but if most of the players prefer them to stay in then I can include them.
Romero, you would be able to join in if you so desired.
09-09-14 02:36 PM
I'd be interested in a character based rp in this setting
09-09-14 03:10 PM
Excellent news Bone2Pick! I'd love to have you running a character based RP alongside! But I won't join, instead sitting back and allowing you to run it as well as helping you out with any lore or legends you need.
09-09-14 03:34 PM
I'll start constructing a story premise while researching through the previous character RP. Again Romero, your welcome to join since the scale and scope of the this RP won't topple nations. I can't imagine a conflict of interest that would have negative ramifications for the main civilization RP. And of course I will use you as a lore and setting resource.
09-09-14 06:20 PM
I already have a character planned out in case a character RP starts.
09-09-14 11:28 PM
You could ham it up and have emissaries from each kingdom on some unified mission against the darkness while their nations are potentially fighting each other
09-10-14 11:42 AM
What I have in mind is an Argo inspired situation. Basically the PCs will be visiting a foreign NPC nation that is on the verge of a violent revolution. I'll describe the nation and why your character may be there.
09-12-14 09:15 PM
How many building can I build at once? or is it one per province?
09-12-14 09:17 PM
one per turn per province i believe.
09-12-14 09:40 PM
Revan is right, one per province.
09-12-14 10:04 PM
My post is almost done so you know. Just need to get my military moves done.
09-12-14 10:16 PM
Argh, dammit, was just beginning to start writing up a post to get a faction ready when I just saw the thread go up. I've got more time to spare now that I originally thought I would - is there any chance I can still join up?
I am confused. I thought Mithril was a perk, not something tradeable.
Also Krymson a Discrepency you only have one town province, and you are trying to train three professional units.
Villages can't train professional units I thought. and Towns can only train one at a time.
09-13-14 11:03 AM
Originally Posted by LordNecross
I am confused. I thought Mithril was a perk, not something tradeable.
Also Krymson a Discrepency you only have one town province, and you are trying to train three professional units.
Villages can't train professional units I thought. and Towns can only train one at a time.
Ah but ive found a trade partner with which i can gain Mithril Armour and weapons from. In exchange for 1 sorcerer and 1 unit of warlocks per 10 suits.
09-13-14 02:41 PM
I'd be happy to have you on board, and I'm sure I'll be able to slip you into the map if you get a sheet up quick!
Sorry for not explaining earlier, but any traits are tradable between nations, to reflect the sharing of knowledge between allies. And you're right about Krymson, but it looks like he's fixed it now.
09-13-14 02:59 PM
I'll be able to get one up by this time tomorrow, I'd get it finished tonight, but I'm on my way out and won't be back until the early hours. Apologies for that. I have an idea for the race that might make it easier to help you place them, though.
Nation Name: The Republic of Esterwynne (Pronounced Ester-win)
Chosen Colour for Nation: Silver or Grey
Nation Government Type: Republic
People of Importance:
The Council - Fifty people who form the leaders of the Republic, they are evenly divided between Elves and Humans and a consul is elected from both, a man or woman who is to serve as the leaders of Esterwynne through peace and war. The position lasts until one dies or steps down
The Consuls - The consuls are always one elf and one human, however the gender and occupation of both varies. The current consuls are the Elven Mage Alendril and the Human General Arriane
The Arch-Mages - The most powerful of the mages to pass through the academies of Esterwynne, the Arch-Mages are masters of the elements. Though inferior to the Mage-Lords that once lived, they are still far more powerful than the average Magi with the power to tear apart their enemies in stunning displays of magical power and skill. However since the war against the Shadow the power of the Esterwynnian mages declined sharply as much magical knowledge was lost with the burning of their cities and the disappearance of their armies into the abyss. Much of the knowledge they had prior to the war has been relearned, however they have once again lost the art of flight among other spells learned during the war.
The Warders - Trained in the most gruelling regime ever imagined and with their skills honed to perfection, the Warders are the perfect soldiers. They can fulfil almost any role on the battlefield with relative ease and are often more effective in those roles than dedicated units. The group they belong to is legendary all across Ravari and while the current Warders are not as capable as those who fought the Shadow they are still foes to be greatly feared. The role of a Warder as the consummate soldier was not actually their original purpose but rather one that became theirs after the founding of the original Great Alliance. Before then they had been trained as solo fighters and duellists. Their purpose had been to serve as the personal body-guards of Magi and to this end an ancient magic was developed that bonds them together psychically. While this magic was abandoned during the time of the Great Alliance and the war against the Shadow due to the unfortunate side effect that the death of the Magi drives the Warder insane with a sense of fatalistic vengeance and the death of the Warder causes the Mage to grieve deeply, however they avoid the risk of insanity. This magic was rediscovered after the war was complete however and now the Warders serve as the first of their kind did, as the guardians of the Magi.
The Dragon Lord - The leader of the Order of the Dragon and the commander of the armies of Esterwynne, he is the only known wearer of Dragon scale plate armour. The armour is old, having been crafted only shortly before the end of the war against the Shadow from the scales of an Elder Dragon. Enchanted with ancient magics that are almost unheard of in the current time, the armour is actually sentient, having absorbed the personalities and memories of its wearers. Because of this, becoming the Dragon Lord is the ultimate sacrifice for a living being to make. The armour fuses with the wearer in a process known as symbiosis where both armour and wearer become one. The wearer gains ancient wisdom, skill beyond measure, an incredible healing rate, a virtual immunity to pain and complete self sufficiency, with no need of food or water; but they lose their humanity. Upon donning the armour the Dragon Lord abandons their old identity and simply goes by their title. The Dragon Lord wields the ancient sword Húron, one of the heron-marked blades of the legendary Lan Halfelven and one of the oldest and most powerful weapons in the known world. The current Dragon Lord was once an elf who served as a Warder for almost a millennium before his Mage released the bond just before she died and he joined the Order of the Dragon, fighting his way to the top. With nothing to live for, he accepted the position of Dragon Lord.
The Dragon Reborn - The true identity of the Dragon Reborn is unknown, though there have been rumours about who he is since the prophecies were first given soon after the ending of the war against the Shadow. He has also been named the Lord of the Morning and it is said that he will be the one to fight the Shadow when it finally returns to the world of men from wherever it was that it was cast at the end of the war. He is prophesized to be the first man to be able to take Kerym from the Vault of Sorrowfall where it has been suspended in unknowable magic since before the Cythrathi began to carve their home into the mountain. When they found it even the Nine and the Emperor together could not break the wardings that protect the ancient sword. Accepting that they could not take the weapon, the Cythrathi built the Vault that is the store of all their ancient artefacts around it. The ‘Void’ that is mentioned in the Prophecy is still unknown however, as are the ‘People of the Dragon’. While the Prophecy speaks of the Dragon being the only hope of the world, others speak of him breaking the world at the same time to defeat the Shadow when it returns which means that his coming is feared rather than looked forward to. The Dragon is said to be intrinsically linked to the Wheel of Time as a Ta’veren and will likely be the most powerful one ever known.
4,613,439 at the last census, two million of which were elves and the rest human.
Legacy of War - The infantry of Esterwynne have a long and illustrious past and a reputation to go with it. Their skill and effectiveness is second to none in all of Ravari.
For the Republic - The people of Esterwynne view military service as an honour and with good reason. Their soldiers are among the best trained, armed and armoured in Ravari; the numbers of the army may be small, but there is no shortage of volunteers to replace those who fall in battle. If anything the only reason the army is so small is because there aren’t enough trainers to bring the soldiers to the level required.
Esterwynne never truly recovered from the devastating losses it suffered during the war against the Shadow. They lost thousands and even those soldiers who remained vanished from the world. Because of this their troops are far less effective than they once were, the techniques and experience of the survivors of the war having been lost to the abyss. But warfare was in the blood of the people and so even after so much was lost, Esterwynnian soldiers still remain some of the finest in the known world.
The Sentinels (Heavy Infantry) - The frontline soldiers of Esterwynne, the Sentinels are highly trained heavy infantry. It is they who make up the bulk of the armies of Esterwynne and the sight of the Sentinels marching to battle has put fear into the hearts of foes uncountable since the first of them were trained. The Sentinels, though made up of both races, are vastly composed of humans for they are more suited to stand in the shield-wall than the graceful elves who also call Esterwynne their home. Every soldier wears armour made of segmented plates of Mithril over scale of the same material, with scale covering the joints. They wear greaves, gauntlets and vambraces along with full face Mithril helmets crested with the Dragon that is the symbol of Esterwynne. As their armament they always carry large rectangular shields, a short and a long sword and two javelins with pyramidal tips, designed to bend on impact so that they couldn’t be thrown back. Every other man also carries a pike so that the unit can face down cavalry charges. (1 Unit of Heavy Infantry = 25 men)
The Guardians (Archers) - Though they are not as feared as the Sentinels, they should be. The Guardians are highly skilled archers and it is they who darken the sun in battle with countless arrows. The arrows in flight make a sound that has come to be known as the Devil’s Harp Music for when they fall it as if Death himself has come to the battlefield and swept his scythe through the enemy. Every man wears a Mithril mail hauberk and has the option of further armour like helmets though few take them. Beyond that they all carry longbows made of high quality yew, bodkin and hunting arrows, long swords and daggers. (1 Unit of Archers = 100 men)
The Custodians (Light Infantry) - Almost unknown in comparison with the Sentinels and the Guardians, the Custodians are the light infantry of the Esterwynnians. They are a recent creation, taking over the role once fulfilled by the Guardians. However despite the youth of the group they are making a name for themselves as deadly to the unprepared. Trained in ambush tactics and scouting, they have earned a reputation for striking fast and leaving no survivors to tell tales. They wear Mithril breastplates and mail, helmets, vambraces and greaves. As standard armament they carry round shields, spears and long swords, however among them can also be found men wielding axes, maces, halberds and poleaxes as well as other weapons for their rules and traditions are nowhere near as strict as those of the older units. (1 Unit of Light Infantry = 100 men)
The Order of the Dragon (Heavy Cavalry) - An Order that has existed since the last days of the war against the Shadow, formed for those Warders who became Dragon riders. While the Dragons have all but vanished, leaving only a few eggs and skeletons, the Order remains. Though lacking the mounts for which their Order is named, they are still excellent heavy cavalry with a reputation for devastating charges that have broken entire battle lines in one glorious moment of impact. Unlike the other soldiers who fight for Esterwynne, the Knights of the Order wear full suits of Mithril plate with full face Dragon winged helmets. This leaves them with reduced mobility on the ground but the trade is for protection unmatched by anything short of Dragon scale plate, the rarest of armours with only one known wearer, the leader of their Order, he who they call the Dragon Lord. Every Knight carries a long sword, a lance and a heater shield painted with the golden dragon on silver that is the symbol of the Order. (1 Unit of Heavy Cavalry = 10 men)
Magi (Magi) - These are not the fabled Mage Lords, whom even an Arch-Lich would fear. They are not even on the level of the Arch-Magi. But they are magi and they have no small supply of power. Thousands of them pass through the academies of Esterwynne, though very few study combat magic, instead turning to healing or studying the realm of magic. Those who do study how to use magic in war however learn devastating elemental abilities. They can summon storms and split the earth, flood the land and create firestorms. Every Magi has a Warder and some even have more than one (1 Unit of Magi = 20 men)
Arch-Magi (War-Magi) - To join the ranks of the Arch-Magi is to gain the ability to twist the world to suit your whims. Though they are but mere shadows of the Mage Lords of old, their power is still beyond the comprehension of normal men. A single Arch-Mage can kill a hundred men by clicking his fingers, tear buildings down in his fury and burn cities to the ground. But though there are many that call Esterwynne their home, few are willing to use their power in war. The ancient memoir of Moiraire Akh'faern speaks of the devastation left by the Esterwynnian War Magi during the ancient wars, both those fought during the founding of the Great Alliance and the war against the Shadow and many who read of what their predecessors did find themselves disgusted and unable to bring themselves to use their powers for war against sentient life. Every Arch-Magi willing to go into battle is accompanied by at least one Warder, normally one of the finest in Esterwynne and almost always a renowned Blademaster. (1 Unit of War-Magi = 1 man)
Mithril - If there is one thing the dwarves envy Esterwynne for it is their Mithril mines. These mines, operated almost solely by magic, produce more Mithril than almost any other mine network in Ravari and it is put to good use, armouring soldiers for war. (Human Free Trait)
Elven Craftsmanship (Superior Forging) - The weapons wielded by the soldiers of Esterwynne, from a foot soldier’s dagger to an officer’s long sword, are crafted with Elven skill and woven with enchantments, turning what was simple metal into a killing device. The oldest blades even seem to have sentience infused into them, so great were the magics woven into their metal. (Elven Free Trait)
The Lords of War (Soldiers of the Line, Masterful Cavalry, Kill Them From a Distance, Wizardry) - A legacy of the ancient days when Esterwynne was led by the legendary Lan Halfelven, the soldiers of Esterwynne have been trained to the peak of martial perfection. In a world filled with great soldiers and mighty warriors, they are among the greatest. Contrary to the popular belief that the Esterwynnians are bloodthirsty warmongers, they in truth believe it to be a last resort rather than something to seek after. To an outsider it would seem that this is a lie propagated by the nation in the hope that others will not turn on them, but the Esterwynnians truly do have no great love of war. They fight because it is what they have done for as long as the Wheel of Time has turned. This is why they do not rule an Empire as they are capable as doing, for if they could the Esterwynnians would lay down their swords and live in peace. The last time they tried however was just before the war against the Shadow began and it has been suggested that the war was their punishment for attempting to deviate from that which had been decreed was their purpose. But even if they do not wish for it, the Esterwynnians have taken it upon themselves to become the peacekeepers of Ravari, a task they have become very efficient at performing.
For Death and Glory (Fearless) - The Esterwynnians left fear behind a long time ago and after the devastating war against the Shadow, it is doubtful that any Esterwynnian even has the ability to feel it anymore. Indeed, there are men who would stake their lives on the truth of that rumour having watched their terrifying efficiency and unyielding attitude in the face of certain death. Esterwynnians are nothing if not dutiful, and they have truly embraced the ancient adage: ‘Only in death does duty end’.
Elemental Magic Traits
Mastery of the Elements (Lesser and Greater Magic of all Four Elements) - The Elements themselves bow to the mastery of the Magi of Esterwynne. Teachings passed down through the centuries in the ancient texts of Moiraire, Arch-Mage and Consul during the war against the Shadow. Her memoir is quite possibly the oldest book still in existence and its worth is beyond measure for it is the only record remaining of the war that has not been corrupted and become inaccurate through the passage of time. In it can be found the ways to perform great works of magic. Also mentioned is something she calls ‘the last gift of Hésperion’ although the nature of the magic is still unknown despite centuries of study.
Elves - The Elves of Esterwynne are masters of the bow, so much so as to put many of their human counterparts to shame. Once they were renowned as masters of magic, but their ability has long since declined with the loss of their ancient knowledge and the disappearance of the magi of old.
Humans - The humans of Esterwynne are explorers by nature with a yearning to discover more of the world and so the maps they have in their possession are some of the most detailed in all of Ravari.
The oldest nation still in existence, Esterwynne has a past written in the blood and sweat of her people. The only nation still remaining from the war of the Shadow, they also possess the only true accounts of those days in the form of the memoir of Moiraire Akh'faern, the greatest mage of the age and the wife of Lan Halfelven. But even these records are incomplete for Moiraire disappeared with the rest of the warriors of old and it was a long time before the book was found in her study in Kel Darvonhra.
Since then Esterwynne have become a nation dedicated to justice. They do not attack without provocation, nor merely to spread their beliefs. They attack only when the home situation of the nation is so far gone that the least violent solution is to remove the current rulers. Normally following such a takeover Esterwynne establishes a new government from citizens of the nation and, after giving a pledge that they will defend them in the face of any enemies and requesting that the nation in turn allow any who wish to join Esterwynne’s armies do so, leave them to govern.
Esterwynne has kept at least cordial relations with most nations, though there are a few they view with contempt due to the actions of said nations towards their people. One nation stands out as their closest ally however, and that is the nation of the Cythrathi. When the nation of Elves and Men was first founded, it was Esterwynne they bordered, Esterwynne who stood by them even as their beliefs had many nations screaming for their heads. It was Esterwynne that came to them in their hour of need and have done so time and time again and the Cythrathi have repaid the favour on many occasions. It is an alliance as strong as Mithril, built on ancient oaths and friendships.
Not everyone has the ability to "channel," or access, the power that men know as magic. Many have none at all, though most people are born with at least the capability to touch the source even if they are not powerful enough to do anything with it. Magi speak of the power sharpening their senses and causing them to become more in tune with their surroundings, making them more aware. Moiraire’s memoirs speak of those who touch the Source being able to sense a Lich when one is near, though as none have been seen in millennia this is untested in living memory. The Dragon Lord attests to its truth however and so it is believed. There is a limit to how much power a Mage can draw before burning themselves out or being consumed by the power. There are artefacts that can increase this limit, none more famous than Kerym, the sword of the Dragon. However the legendary weapon has a fault that others do not suffer from in that it does not have a restrictor that presents a Mage drawing too much power through it. This lack of a buffer means that if a Mage overdraws on the power then the excess magic will kill the mage and consume everything around him until the power runs out. While this is similar to what will happen if any Mage overdraws, it is far more dangerous with Kerym as to overdraw while using the blade means that the mage is drawing more than enough power to devastate an army and if they are consumed there is no telling how much damage the released magic will do. Also, as Kerym enhances the amount of magic a Mage can draw by so much the only possible end is death, for Severing only happens when the person’s body and soul can just handle the amount of excess magic. With Kerym there is no possibility of them being able to handle it without dying
It is possible to cut someone off from the power through a technique called ‘Severing’. If this is done then a person can never again touch the Source, though it will forever be visible to them, just out of their reach. It has the effect of causing people Severed to fall into a deep depression and become suicidal. It is also possible to be ‘burned out’, which is a form of accidental severing and is one of the possible consequences for drawing too much power from the Source.
Magi are not born equal, some can draw and use more of the power from the Source than others. Some have gifts in different aspects of magic, having a natural talent for different weaves. Some Magi can only draw a tiny sliver of the power, some can draw enough to create huge firestorms, it all depends on the Mage. The offspring of a Mage and a non-Mage tend to be half-and-half. Half of them magical, half not. The offspring of two Mages are always magical and normally at least as powerful as the stronger of their parents and the offspring of two non-Mages can be magical. Magi with non-magical parents have a massive range of power levels, from some of the most powerful Magi in history to some of the weakest.
Ancient Magic - When the memoir of Moiraire was found the people searching also found several ancient grimoires with the huge tomes in which she had written all that she knew on the nature of the True Source, that from which all magic flows and the power that drives the Wheel of Time. Even now, millennia later, less than half of what she wrote is understood, let alone able to be performed. What she viewed as magical weaves within the grasp of Magi are now little more than wishful fantasies. Her writings on the nature of magic are still viewed as the leading works on magical theory and practise.
Ta’veren - A Ta’veren is someone who’s life thread is bent by the Wheel in a way that forces nearby life threads to swirl around it which causes other threads to swirl around them and so on. Being Ta’veren affects probability around them, the improbable becoming common. Lan Halfelven was one of the most powerful Ta’veren ever recorded and he managed to convince every Esterwynnian capable of bearing arms to do so and fight with the skill and determination of Warders. Hell, he managed to convince Dragons to fight with Esterwynne. If Lan was capable of that and the Dragon will be even stronger, then his capabilities would be beyond imaginable.
Prophecies of the Dragon (Be warned, this is a long one)
And it shall come to pass that what men made shall be shattered,
and the Shadow shall lie across the Pattern of the Age,
and the Dark One shall once more lay his hand upon the world of man.
Women shall weep and men quail as the nations of the earth are rent like rotting cloth.
Neither shall anything stand or abide...
The Shadow shall rise across the world, and darken every land, even to the smallest corner, and there shall be neither Light nor safety.
And he who shall be born of the Dawn, born of the Maiden, according to Prophecy,
he shall stretch forth his hands to catch the Shadow,
and the world shall scream in the pain of salvation.
All Glory be to the Creator, and to the Light, and to he who shall be born again. May the Light save us from him.
Yet one shall be born to face the Shadow,
born once more as he was born before,
and shall be born again, time without end.
The Dragon shall be Reborn,
and there will be wailing and gnashing of teeth at his rebirth.
In sackcloth and ashes shall he clothe the people,
and he shall break the world again by his coming,
tearing apart all ties that bind.
Like the unfettered dawn shall he blind us, and burn us,
yet shall the Dragon Reborn confront the Shadow at the Last Battle,
and his blood shall give us the Light.
Let tears flow, O ye people of the world.
Weep for your salvation.
On the slopes of the mountain shall he be born,
born of a maiden wedded to no man.
He will be of the ancient blood, and raised by the old blood.
When the winds of Tarmon Gai'don scour the earth,
he will face the Shadow and bring forth Light again in the world.
For he shall come like the breaking dawn,
and shatter the world again with his coming, and make it anew.
Twice and twice shall he be marked,
twice to live, and twice to die.
Once the heron, to set his path.
Twice the heron, to name him true.
Once the Dragon, for remembrance lost.
Twice the Dragon, for the price he must pay.
Five ride forth, and four return.
Above the Watchers Over the Waves shall he proclaim himself,
bannered 'cross the sky in fire.
The Void will never open, till Kerym is wielded by the Dragon’s hand.
The Void will never open, till the People of the Dragon come.
Into the heart he thrusts his sword,
into the heart, to hold their hearts.
who draws it out shall follow after,
What hand can grasp that fearful blade?
Power of the Shadow made human flesh
wakened to turmoil, strife and ruin.
The Reborn One, marked and bleeding,
dances the sword in dreams and mist,
chains the Shadowsworn to his will,
from the city, lost and forsaken,
leads the spears to war once more,
breaks the spears and makes them see,
truth long hidden in the ancient dream.
He shall slay his people with the sword of peace, and destroy them with the leaf.
With his coming are the dread fires born again.
The hills burn, and the land turns sere.
The tides of men run out, and the hours dwindle.
The wall is pierced, and the veil of parting raised.
Storms rumble beyond the horizon, and the fires of heaven purge the earth.
There is no salvation without destruction, no hope this side of death.
The unstained tower, broken, bends knee to the forgotten sign.
The seas rage, and stormclouds gather unseen.
Beyond the horizon, hidden fires swell, and serpents nestle in the bosom.
What was exalted is cast down; what was cast down is raised up.
Order burns to clear his path.
There can be no health in us, nor any good thing grow,
for the land is one with the Dragon Reborn, and he is one with the land.
Soul of fire, heart of stone, in pride he conquers, forcing the proud to yield.
He calls upon the mountains to kneel, and the seas to give way, and the very skies to bow.
Pray that the heart of stone remembers tears, and the soul of fire, love.
As the plow breaks the earth shall he break the lives of men,
and all that was shall be consumed in the fire of his eyes.
The trumpets of war shall sound at his footsteps, the ravens feed at his voice,
and he shall wear a crown of swords.
Master of the lightnings, rider on the storm,
wearer of a crown of swords, spinner out of fate.
Who thinks he turns the Wheel of Time,
may learn the truth too late.
The Seals that hold back the night shall weaken,
and in the heart of winter shall winter’s heart be born,
amid the wailings of lamentation and the gnashing of teeth,
for winter’s heart shall ride a black horse, and the name of it is Death.
And it shall come to pass, in the days when the Dark Hunt rides,
when the right hand falters and the left hand strays,
that mankind shall come to the Crossroads of Twilight,
and all that is, all that was,
and all that will be shall balance on the point of a sword,
while the winds of the Shadow grow.
He shall heal the wounds of madness and cutting of hope.
He shall hold a blade of light in his hands, and the three shall be one.
He shall bind the nine moons to serve him. The north shall he tie to the east, and the west shall be bound to the south.
Twice dawns the day when his blood is shed.
Once for mourning, once for birth.
Red on black, the Dragon’s blood stains the ground.
In the Pit of Doom shall his blood free men from the Shadow.
His blood on the rocks of hell's abode,
washing away the Shadow, sacrifice for man’s salvation.
He shall break chains and put others into chains.
Fortune rides like the sun on high
with the fox that makes the ravens fly.
Luck his soul, the lightning his eye,
He snatches the moons from out of the sky.
When the Wolf King carries the hammer, thus are the final days known.
when the Fox marries the raven, and the trumpets of battle are blown.
140 Sentinel Units - 3500 Heavy Infantry
20 Guardian Units - 2000 Archers
15 Custodian Units - 1500 Light Infantry
10 Knights of the Dragon Units - 100 Heavy Cavalry
5 Magi Units - 100 Magi
10 Arch-Magi Units - 10 War-Magi
Dragon Lord - 1 Man
Total - 200 Units (7211 Soldiers
Well, isn’t that a monster. To those wondering, I stole the prophecy from the ‘Wheel of Time’ series by Robert Jordan with a few edits.
I might add more to the history at a later date. I also might add some more Important People as the rp goes on.
I hope you don't have a problem with my Magical Theory Romero. It actually took a little while to think of what I was going to use before ending up on that
I'll send you a pm with a brief pitch from my diplomat. That way we can have everything worked out by next turn.
09-16-14 04:10 PM
I'll get back to all of you that are attacking with the new way combat works and tell you the results.
09-20-14 01:40 PM
Hey there, just happened by this thread and it looks really interesting. I've done similarish RPs in the past elsewhere, and was wondering if there was still time to get a nation up? No worries if not, I notice the Action thread is already going.
09-21-14 11:27 AM
Update coming soon?
09-21-14 11:54 AM
So my post is up. First half of it is essentially just introducing two people who'll end up important in my story.
I hope you enjoy reading from the Dragon Lord's POV and I look forward to screwing with your heads with him as my main tool. Hey, thousands of years of memories are crammed in that head of his, who knows what he'll say or do next next
09-21-14 02:22 PM
Update in the next few days. Great posts from everyone by the way!
09-21-14 09:53 PM
Sorry to bother you again, you might've missed my post on the last page (it needed "moderator approval" so it might not show up for you), but I was just wondering if it's too late to join up? This looks like a great roleplay and you seem to really know what you're doing with it and how everything works.
09-21-14 09:57 PM
: First of all, welcome to the forum! And secondly, it would be tricky to slip you in now, but no means impossible! All you'd need to do is write up a nation sheet, and then I'll swap you in for of the NPC nations that are already on the map.
So sheet up as soon as possible!
09-21-14 10:03 PM
Fantastic! *to microsoft word*
09-21-14 11:12 PM
Nation Name: Thuzamor Collective
Chosen Colour for Nation: Purple-lined dark grey
People of Importance: Archon Nalia, Archon Caedon, Huntmaster Ubrek, The High Predator
Races: Humans and Elves (+2 free Military traits)
National Trait: Hunters
Army Type: For King and Country
Conscript Military Units: None
Professional Military Units: 6
- 50 Light Infantry Units
- 25 Heavy Infantry Units
- 50 Archer Units
- 25 Light Cavalry Units
- 25 Heavy Cavalry Units
- 25 War-Magi Units
Navy Type: N/A
Navy Units: None
Flight Type: N\A
Flight Units: None
Military Traits: 6 (2 free)
- Superior Forging
- Soldiers of the Line
- Masterful Cavalry
- Kill Them from a Distance
Naval Traits: None
Flight Traits: None
Necromancy Traits: 1
Divine Magic Traits: None
Elemental Magic Traits: 2
- Lesser Fire Magic
- Greater Fire Magic
Illusion Magic Traits: 4
- Master of Disguise
- Cloak of Invisibility
- Flitting Shadows
- Clear Vision
Technology Traits: None
Racial Traits: 2
- Farming is in the Blood
- Elven High Mages
-1 Army Type
-6 Unit Types
-4 Military (6 taken, +2 free Military from Human & Elven bonuses)
(-2 Racial - free)
Total: 19 Traits Used
The story of the Thuzamor Collective is a sad and sorry one indeed.
There was once a small, but proud nation of humans, whose name has long since been stamped out. They were masters of the land, able to cultivate bountiful harvest, self-sufficient and ruled by small councils of elders. There was peace and prosperity - until the elves came.
The first to come was the High Predator - the master of the Thuzamori Predators, a powerful warlock fused with the deadly skills of a hunter and warrior. It chose one of the human villages as its hunting ground, and over a week slew one third of the population in back-alleys, isolated fields, even their homes. It, for nobody knows a Predator's gender, could blend into the night, sowing terror and striking ruthlessly with blades or magical blue flame when the time came. The humans had no answer to this threat, but unfortunately for them it was answered for them.
It would have been better for them to have all been killed.
The first Archon, Nalia, came with her army of Thuzamor elves, taking control of the village the High Predator had stalked and claiming to have saved them from the threat. Even as she did this, the High Predator and his Predator Tribe moved on silently to the other settlements, killing and sowing havoc only for Nalia and the second Archon, Caedon, to "save" them. All in all thousands of humans were killed, and when they were left weak the Thuzamor moved in and established their rule.
The Thuzamor were few in number, but all of them elite skilled hunters and warriors, equipped with fearsome weapons of unknown forgery. They had a ruthless warrior ethos and code, survival of the strongest at all costs. Many rituals and customs surround the intricate balance of power between the first and second Archons, the elusive Huntmaster, and the callous, horrifying Predators. The humans sit firmly at the bottom of this balance, slaves in all but name. They till the fields, erect the buildings, work the various industries and keep the Collective running, while the Thuzamor do as they please and pursue their enigmatic objectives. No human is allowed in the military, which is kept exclusively elven, and the outside world is shown the image of an elven society alone, with some humans living in a semi-symbiotic relationship - that is, when outsiders are even allowed into the borders.
Many years have passed since the coming of the Thuzamor, and the human population has stabilised once more. There are many who live now who have only ever known the elven rule, and all know better than to cross them - the fear of the Predators still shines brightly in the dimming eyes of the elderly, and stories are spun again and again until their deadly skills become mythical. The cogs of human industry and agriculture continue to turn, while the Thuzamor look to beyond their new realm to the outside world...
Thuzamorite Infantry - 50 Light Infantry Units - 5,000 troops
The standard infantry of the professional Thuzamorite army. These troops are equipped with light, fairly basic leather and mail protection, but are armed with an assortment of finely-crafted weapons - ultra-lightweight swords and axes with extreme durability, and when put behind the blow of a Thuzamor elf they become deadly. These infantry are capable of forming ranks and fighting in formation, but almost always will adopt skirmishing positions, fighting to the strengths of the relatively small but elite army and sowing discord amongst enemy ranks before closing in for the kill.
Archonacrons - 25 Heavy Infantry Units - 625 troops
The Archonacrons are the elite guard of the Archons themselves. These heavy troops are equipped with full plate armour, and fight as the solid iron core of a full-scale Thuzamor attack force. They wield a mixture of halberds, greatswords and greataxes, again made from the same ultra-lightweight, highly durable metal that the Thuzamor use across their forces. These troops swear oaths of extreme loyalty to the title of Archon, rather than the individual person, making them immune to powerplays and a force for stability in the complex web of power in the Collective.
Nox Stalkers - 50 Archer Units - 5,000 troops
Perhaps the one of the most fearsome aspects of the Thuzamor army, these troops are trained to shoot with unnerving accuracy. They melt into the shadows weaved by the Predators only to reappear elsewhere and deliver devastating volley after volley. Their bows and arrows are crafted to perfection by hidden ritual, and their cloth and leather cloaks allow them to move quickly across any battlefield, fighting in loose formation or forming ranks to unleash a sea of deadly arrows.
Caedonsworn - 25 Light Cavalry Units - 1,250 troops
The personal cavalry of Archon Caedon, these light cavalry are the fastest riders in the realm. They cover great distance at great speed, closing with their foe at their weakest point, exploiting an exposed flank to deliver a punishing counter-charge. They are equipped with light mail and leather armour, an assortment of swords and axes, and light shortbows, able to adapt to many combat situations.
Nalii - 25 Heavy Cavalry Units - 250 troops
The personal cavalry of Archon Nalia, these heavy knights are true masters of battle. Bedecked in heavy plate, wielding lance and sword, these dreadknights pummel their foes underfoot, punching through the enemy line where they are the strongest, leaving countless casualties in their wake as they throw enemy battlelines into disarray. Only used for the most committed assaults.
Predators - 25 War-Magi Units - 25 troops
None truly know the origin of these terrifying creatures - indeed, nobody really knows if they are Thuzamor elves or something else entirely. They stalk the night, armoured head to toe in mysterious light plate, appearing larger than a mortal man at some times, and slight and slender at others. Masters of Illusion, they can cloak themselves in invisibility at will, and are able to see through the petty conjurations of others. The carry arcane weapons on their wrists, sets of claws that retract and extend through an unknown mechanism, the claws themselves forged from the same Thuzamor metal and almost unbreakable. They sow fear wherever they tread, hunting as they please. If they are ever truly threatened, the Predator reveals its ultimate power, summoning searing blasts of blue flame in roiling cascades, obliterating its foes before disappearing back into the night to strike again...
Navy - N/A
Airforce - N/A
Lots of gaps at the moment, it's getting quite late where I am so I've put up what I've got so far just to fill out the sheet in case there's an update soon and you want to slot me in. I don't mind either way, I'm going to flesh out the sheet tomorrow so this is more a placeholder right now. :)
EDIT: Gaps filled - let me know if anything needs changing!
09-30-14 09:33 PM
Are you still accepting nations?
10-01-14 01:18 PM
Nation Name: Confederation of Scotian Clans
Chosen Colour for Nation: Light Grey
People of Importance: Chief Duncan Robertson, Chief Angus MacNeil, Chief Robert MacDonald, Chief Scott MacCalman
Races: Humans and Dwarves
National Trait - Black Powder
Army Type - For King and Country!
Conscript Military Units - None
Professional Military Units
Navy Type - Iron Waves
Flight Type - They Shall Fall
-Soldiers of the Line
-Smell of Sulfur
-Kill them from a distance(free-humans)
-Mithril Armour (free-dwarf racial)
Divine Magic Traits
Elemental Magic Traits
Illusion Magic Traits
-This is my Boomstick
Racial Traits - Farming is in the Blood(humans)
Gems in the Rough(dwarves)
Nation History -
Originally independent clans with their own land and military power, the Confederation was created when the clans looked ready to be almost destroyed by a powerful foe. Throwing aside their differences they joined together in an alliance and managed to crush their enemies.
Since then, they have consolidated strength and trained a well drilled and tough army of pikemen and Arquebussers, as well as Mosstroopers and cannon to fight for them. In the field they tend to form ranks and engage the enemy head on, while the cavalry crush the flanks. Their cannon fire salvos of grape and round shot to crush through infantry and horse, as well as defences.
The main governing body is the Chief's council, where the 4 highest ranking chieftains vote on issues, in extreme times, they will elect a High Chief to rule over the confederation.
-30 units of Mosstroopers(Light Cav):
Lightly armoured horsemen, specialising in ambush and harrying tactics.
-70 units of Highland Clansmen(heavy infantry):
Highland soldiers armed with basket hilt broadswords, dirks and pike. Armoured in a heavy steel breastplate and wearing their kilts in clan tartan, they form the melee corp of the line infantry.
-20 units of Heavy Cannon(Artillery):
Heavy cannon used to punch holes in the lines of soldiers and in walls.
-80 units of Highland Foot(Arquebussers):
Men armed with guns, who form ranks and fire mass volley after mass volley into enemy ranks. Like clansmen, they wear kilts in the colours of their clan and weild a basket hilt broadsword, although they are not as proficient with it.
-50 units of Ironclads
-60 units of Interceptors
Full Strength of Military Force - 5'250 men, 20 cannons, 60 interceptors and 50 ironclads.
10-01-14 05:48 PM
You know what GreenSkylord, just because I haven't updated yet, and I want more people with a navy, and you're of course a totally not obvious version of Scotland, I'll slip you in if I can!
To the rest of you, I should have an update ASAP now that everyone has gotten back to me regarding battles etc.