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post #11 of 355 (permalink) Old 02-24-13, 07:32 PM
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Could I make a nation comprising of dwarfs and gnomes whose military is largely comprised of machines/mechas/etc?
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post #12 of 355 (permalink) Old 02-24-13, 07:37 PM
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damn glasses you had the same idea as me,ive got two ideas any way if you want to do the dwarves and gnomes techie guys

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post #13 of 355 (permalink) Old 02-24-13, 08:09 PM Thread Starter
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To be honest Glasses man, you can create whatever kind of nation you want. So if it's a nation of techies then, be my guest.



The Silent Lions Chapter

Winter Falls

Darkness

Give a man a match and he will be warm for a day.
Set a man on fire and he will be warm for the rest of his life.
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post #14 of 355 (permalink) Old 02-24-13, 10:04 PM
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NATION:

Nation Name: Salthiusar

Chosen Colour: Teal/Sea Green (Forum colours, basically any greenish turquoise)

Nation Government Type: Benign Dictatorship (i.e. they don’t care about politics and their ruler is the same as when they were founded)

People of Importance:

Hésperion (Co-founder, status unknown)
Irèsp (Co-founder, current ruler)
Calleis (Head Magus)
Dalàth Scieris (Head Librarian)
Slaér (Head of The Guardians)

Population: 500,000 Elves (note: many of them are not truly elven, as the city attracts many students who settle into its society, and they entertain a number of visitors of other races)

Summary of populace*: The Salth (the name for all inhabitants of Salthiusar) are a community of book-lovers, philosophers and magi. Their city, Salthiusar, is home to the largest library of magic in the known world, and contains one of the greatest magic schools known also. They have a reproduction problem, as less than 1% of their race can reproduce, but they also enjoy immortality. As such, they rely greatly on a lack of war and incoming magical students to support their population, as their curse turns students into immortal elves (albeit with killing their reproductive system) at the end of a single month within Salthiusar.


TRAITS:

National Traits: Homeland Security

Population Traits: Loyal; Industrious

Academic Traits: School of Wizardry

Military Traits: For King and Country! (They don’t really have much of a military, but they do have a lot of mages who are keen to defend the country and who will blast elements on the enemy)

Military Units Traits: Magi (all troops are magi)

Naval Traits: None!

Necromancy Traits: Speak with the Darkness; The Spirits hear my Call

Divine Magic Traits: None!

Elemental Magic Traits: Lesser Air; Greater Air; Lesser Water ; Greater Water ; Lesser Earth ; Greater Earth ; Lesser Fire ; Greater Fire. (One of these is the elven bonus trait)

Illusion Magic Traits: Cloak of Invisibility; Spectral Army; Master of Disguise; Imaginary Swords Cut Too

Technology Traits: N/A
Racial Traits: Elves – Elven High Mages

Historical Traits: Isolationists; Leave me out of it; Wizards in hiding

Historical summary*: Founded long before the Alliance, the nation of Salth was formed by Hésperion and Iresp, a pair of friends, both mages trained by a kindly old mage. They shared a love of books, knowledge and most importantly magic. After their tutor’s death, they travelled far and wide, across the land, learning and collecting, until they eventually realised that a simple dwelling would be insufficient – they needed a better place. So they travelled to a distant land, after learning crystal singing from the masters, and imbued the land with magic. They sang, aided by a choir of those drawn to their cause, and, after weeks of tireless chanting, Salthiusar was built.

After some time, Hésperion realised that his and Irèsp‘s lives would be over. So he began on a dire and dark quest. He sang a new tower from the mountain to the north, entered, and never returned. However, one night, Irèsp went searching for him. He found the tower, found its darkest reaches, and conversed with Hésperion. He learned of the curse bestowed upon the nation, a curse with a flip-side. The population had been rendered mostly incapable of reproduction, but they also enjoyed one benefit – they had all become immortal. Time could not touch them, but Hésperion was lost to them.

Following this, Irèsp took control of the nation, which none minded. He knew war would come, as it always does, so he set up the Salth Mages’ Guild to aid in magical tuition and The Guardians to protect the city. He trained many for both organisations until he could pass the responsibility on to those he had trained. Meanwhile, more and more people travelled to the city and the library grew. New accommodation had to be sung; new library sections had to be made; new wizard professors were needed. All happened, and Salthiusar grew strong, but still in need of support.

The modern time is known by the Salth as the time of Shadow. Iresp rules the land fairly, though, like the entire populace, cares little for politics. Every person who stays even a month in Salthiusar gains the curse, but few who stay so long rarely wish to leave, save for voyages in the pursuit of new knowledge. The nation has a secret in Hésperion, who keeps in hiding in the northern tower. Some say that he has seen the future, the end times and all, but has become a slave to the gods. None know for certain, but there is something fishy in Salthiusar, and war is due to come. But when it arrives, they will be ready.

MILITARY:

Navy: None – they have no potentially useful naval routes, mostly because they live in a massive city of turquoise magic crystal.

Army: The nation has only 500 full-time soldiers, hired as both mages and protectors, but the citizens of the nation are all prepared to defend the land, so up to 50,000 are willing to fight in defence. They are all Magi.

*I know it’s not required and shouldn’t be on the sheet, but I felt like it’s a good thing to have.

ADDED 09/03/13
CALENDAR, literally translated:
Sunken Sun/December – Winter, 31 days
Snow’s Birth/January – Winter, 31 days
Thaw/February – Winter, 28 days (always)
Breaking Cold/March – Spring, 31 days
Sow/April – Spring, 30 days
Rebirth/May – Spring, 31 days
Risen Sun/June – Summer, 30/31 days
Wither/July – Summer, 31 days
Harvest/August – Summer, 31 days
Redeath/September – Autumn, 30 days
Rain’s Birth/October – Autumn, 31 days
Darkening/November – Autumn, 30 days
----------------------------------------------------------

Hope it's up to scratch, I basically just reworked the signup from the last rendition. So it might have problems.

Last edited by Septok; 03-09-13 at 02:46 PM.
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post #15 of 355 (permalink) Old 02-24-13, 10:18 PM Thread Starter
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Looking good Septok.

I welcome you and your immortal elvish bookworms once more



The Silent Lions Chapter

Winter Falls

Darkness

Give a man a match and he will be warm for a day.
Set a man on fire and he will be warm for the rest of his life.
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post #16 of 355 (permalink) Old 02-25-13, 07:40 AM
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Quote:
Originally Posted by Romero's Own View Post
Looking good Septok.

I welcome you and your immortal elvish bookworms once more
Awesome. Also, when making the map (as I assume you will), could you place me without any sea borders, like last time? Thanks.
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post #17 of 355 (permalink) Old 02-25-13, 06:20 PM
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Looks like we have a bit of an ideological difference here already...
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post #18 of 355 (permalink) Old 02-25-13, 08:53 PM
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Books for the book throne! Knowledge for the knowledge city!

Oh, in case I haven't made it very obvious, they're kind of pacifistic. They're unwilling to fight, but they'll do it if necessary. They don't pick grudges and help their allies with conjured armies and knowledge. Wink wink nudge nudge.
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post #19 of 355 (permalink) Old 02-26-13, 04:22 AM
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Embrace our religion and accept our superiority, and I'm sure we won't have a problem... Otherwise, we may be forced to revoke your library cards

Sorry, it seems like I may have a nation of religious fanatics and they will do anything to further their cause, anything at all...
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post #20 of 355 (permalink) Old 02-26-13, 04:24 PM
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Default Keyan's Nation

NATION
Nation Name: Turokhi
Chosen Colour: Red
People of Importance: The Dwarven King Kragnol. The Shaman Council.
Population: 6.5 million humans, 3 million dwarves.

TRAITS
National Traits:
-Homeland Security
-I Believe You Have Underestimated The Sneakiness Sir
-Farmhands
-Ranchers

Population Traits:
-Industrious
-Look at All the Babies

Academic Traits:
-Academy of War

Military Traits:
-Fearless
-Superior Forging
-Mithril Armour
-Masterful Cavalry
-Soldiers of the Line
-Golden Horde

Military Units:
-Heavy Infantry
-Light Cavalry
-Artillery
-Magi

Naval Traits:
-None

Necromancy Traits:
-Negative Energy
-Speak with the Darkness
-Spirits hear my call

Divine Magic Traits:
-None

Elemental Magic Traits:
-Lesser Earth Magic
-Greater Earth Magic
-Lesser Fire magic
-Greater Fire Magic

Illusion Magic Traits:
-None

Technology Traits:
-None

Racial Traits:
-Born on a Horse
-Gems in the Rough

HISTORY:
The origins of the Turokhi nation lay in the distant past, long before the coming of the Great Shadow, or the forming of the Alliance.
Once, they were little more than tribes of warring warriors, living day to day, never building permanent homes, or settling down. These fierce horse warriors competed of the scarce and limited resources of their homeland, and bloody conflict was a daily occurrence. This harsh lifestyle instilled crassness in the value of a human’s life, and bread a ‘dog eat dog’ mentality. Despite the hardships, the tribes grew large and strong, with only the greatest among them living to an age past twenty. A members worth in a tribe was measured by a combination of their skills as a warrior, the stock of their horse and the name of their fathers.
With is growth in population, the Turokhi raiders were forced to expand the territory in which they plied their bloody trade in, and soon gathered a reputation as the bloody handed horse masters. It wasn’t long after that they were noticed by the powerful nations of this world, and their age of unopposed raid and slaughter was soon to end.
They were mercilessly prosecuted, with tribe after tribe falling to the power of these nations armies, until none but the strongest tribes remained. It was in this time that the first great hero of this nation’s history was born.
Pragos was a young boy, no more than sixteen when the first campaigns of extermination were prosecuted against his people. Long had the shamans of his nations predicted the coming of a saviour, a man to unite the tribes and lead them to a paradise, where they could live in plenty and never worry about a meal. Little was it known that this prophecy was to come true in their hour of darkest need. Four years after the beginnings of the great extermination, Pragos had become a powerful warrior, a skilled horseman, and an inspirational leader. Under his leadership, his tribe grew to consume the remainders of the tribes shattered by the Extermination.
Knowing that he could not defeat this invader, he lead his people in a mass exodus, fleeing before the oncoming foe, for more than a moon they fled, but hey were slowed by the need to bring their herds, as well as children and elders. With the enemy closing with every day, Pragos made a decision. He, with twenty thousand of his followers turned to face their enemy and buy time for their people to escape.
With Pragos’ sacrifice, his nation was able to flee into the mountains, but now, they were leaderless and trapped in unfamiliar lands. Hundreds of thousands of refugees, with flocks numbering in the millions, the Turokhi nation was shattered. It was at this time that a twist of the fates led a scout to a ravine in an attempt to find water. Following the ravine, the scout stumbled onto a sight that would forever change the fate of his people…
A new land, one of rolling hills and raging rivers, going on as far as the eye could see, and in the centre, a single peak, reaching up to pierce the very clouds. The Turokhi were quick to spread into this land, but had failed to see the truth. This paradise had already been claimed. A nation of dwarves, ruled over by an ancient household, with an ancient king, had created their kingdom in the mountain in the centre of this land. Quick were the dwarves raised to war, and soon the black smokes of war were seen on the horizon by the Turokhi.
An epic battle, lasting days, with thousands on both sides falling. A stale mate was reached on the fifth day, with the dwarves unable to pin the Turokhi and finish them, and the Turokhi unable to breach the dwarves’ defences. A truce was called, and the leaders of the respective sides met for the first time, in council. When the story of the Turokhi was explained, the dwarf king understood the pain they had suffered, as his people had too suffered at the hands of the nations of this land, and everyone knows, no one can hold a grudge like a dwarf…
A treaty was formed, one of mutual cooperation, where the Turokhi pledged to supply the dwarf nation with food and a portion of their spoils, and the dwarves would open their land to these people and would supply them with any goods they wished to trade with. But the core of their understanding was forged in the mutual hatred of the outside world, and a pact sworn to avenge themselves on those that had wronged them.
Now, seven hundred years later, with the weakening of the outside world, the Turokhi and their dwarven allies stand ready to smash apart their enemies and reclaim the lands rightfully there’s, and nothing will stop them this time. Legions of dwarves, and a host of horse warriors the likes of which this world has never seen stand ready to complete the will of their leaders and destroy the lands remaining in this world. And there are few powers in this world left that can stop them…

MILITARY:
Navy:
-None
Army:
-400 000 Conscripts (Human)
-175 000 Light Cavalry (Human)
-100 000 Heavy Infantry (Dwarven)
-25 000 Shamans (Human)
-100 000 Artillery Batteries (Dwarven)
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