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The Starlight
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Founded: Jan 11, 2014
Ex-Nation

Postby The Starlight » Mon Jan 19, 2015 8:48 am

Alleniana wrote:
The Starlight wrote:True...
I guess that it doesn't have to be the Militant who rebels

But then if not them, who? And anyway, the nature of the rebels would be highly defined by the fact that it was the Lord High Militant who led them.

*Shrug*
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The Soviet Union of Mother Russia
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Psychotic Dictatorship

Postby The Soviet Union of Mother Russia » Mon Jan 19, 2015 9:27 am

Kaledoria wrote:Okay, just in on my morning check (During the week, I only have time sufficient time in the evening, I hope, this is okay).

Personally, I dislike the idea of undead nations as such for balancing purposes. Even if it's just suplementory, like in Russia's case. 17% of the population who need not eat or sleep or even tire? That could basically be a 34% military, or at least 17% if you say, that Ghouls are only half as productive then humans during their waking hours.

Russia: What are your undead "fueled" by? If there was some kind of magical resource that has to be mined or grown or something in order to keep the undead in their animated state, this would not be a concern at all. (It does not even have to feel like "eating" - if they have to inhale 1/20 ounce of Lyrium Dust every month for a Ghoul or 1/10 if they are a Wraith or Lich, this works too, as long as "Lyrium Dust" is just sufficiently rare to get.)


I can understand the concerns regarding the subject of the use of Necromancy, and the creatures from the '' Necropolis '' concept, however it is fair to say that such creatures such as the skeletons, and undead ghouls are not creatures who can endure endless wave of swords, and arrows. They all have their strengths, and weaknesses.

The real strength behind the concept is the ability to replenish the numbers of the troops who have fallen, thus using the lives of the enemy, to make up for that. However, a undead ghoul is slow, and not as coordinated like a regular soldier, nor is a skeleton when met with a bone-breaking hammer. So if the concern is the strength in combat, then be assured the abilities behind these creatures are just as balanced as other races. Dwarfs may be strong, yet not agile, and visa versa with elves. The reason why I introduced the undead was simply to spice up the normal composition of the races, and to create a House that is ran more like a Technocracy by Mages, and Cultists, then a regular Feudal system.

In regards of the fuel behind it, the use of Necromancy requires a large amount of mana to transform the dead, into reanimations of their corpses, and remains. That is to say it requires sacrifice, potions, or magical empowering elements, such as crystals, minerals, and such as. I am not sure if there is Lyrium in this universe, but if there is, I would say it is needed. After this transformation however they do not have the same desires in regards of sleep, eating, etc. Some ghouls may however, so they will consume the same way as any other would. Once they are reanimated they can stay '' alive '' so long as the necromancy have effect, however of course it cannot remain forever so the process likely needs to be updated after a given amount of time, but it is not a '' constant '' series of updates, more likely after a given amount of years, and such as.
That is likely also a good reason why the whole realm is not all '' undead '' due to the attempts to finding a reason to keep this effect permanent, and to not going broke in the trade/production of the required elements to reproduce, and provide for the undead.
Yes, it is a powerful thing, a non-stop working force is a thing that all Lords would dream for, but the lands do not contain every resource that is needed, so even with such a work force you cannot get everything you want, which is why a good deal of imports are done too.

Also I have updated my application OP.
Last edited by The Soviet Union of Mother Russia on Mon Jan 19, 2015 9:30 am, edited 3 times in total.

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The Starlight
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Postby The Starlight » Mon Jan 19, 2015 9:34 am

The Soviet Union of Mother Russia wrote:NS Nation Name: Soviet Union Of Mother Russia - SUMR

House Name: House of Sar-Shazzar

House Banner: (Describe or post picture.) Banner

Description of House: (History/Customs etc.) The House of Sar-Shazzar have long been a realm that been housing many races, and creatures unlike anywhere else. Due to its long past with blood cults, and their own religion devoted to the practice of praying to the deity '' Sar-Shazzar '', they often been the target of critic. During its course of history it often ended up in conflicts with other houses, and even ex-communication from the church of Abbey of the Darkness, and The Faith. The lack of distinct common culture, and religion as such make it a problem with the relations to other, but where they do exceed is with their studies in the world of magic, philosophy, pathology and their wisdom. As much people dislike them for their radical ideals of life, and religion, they do however respect them for their help when needed.

Their lives revolves around the theory, and religion of '' Saltatio Mortis '' As death is something all have to experience, it turns all in the end to equal. A rich king will come to the same level as a mere peasant, and as such life after death will be a society free of bounds of the Lords, nor the abundance of wealth to a peasant. This theory were started at first to remind people of the fragility of their lives at first, however as people realize how vain the glories of their earthly life was, they started to embrace death itself. As such it started their religion, ending up showing up in all accepts of their lives, and culture.

To summarize it all, they often use the motto "Life is change, chaos, filth and suffering. Death is peace, order, everlasting beauty."

What is House's view on the Empire?: They were never too good friends with the Empire, first due to their oppressive restrictions on what they may study, but also because they often feel discriminated against for their values. A few periods however they have managed to see times that went well in their favour, but whenever a plague hits, or another terrible accident people almost blame them, without the emperor interfering the accusations. Rumour is that a impending civil war stands at the door to attempt to break it away from the Empire, but so far nothing seems to point it at that way. But it seems every house know it will only be in due time that The House of Sar-Shazzar will try to act, one way, or another.

Description of Head of House (name, age, and sex and any other info you want to describe, like a short summary): The Lord of the House is Sandro, a Cainite mage who have a skin pale as snow. He wears a decorated grey set of robes, and a cold set of eyes. His age is something he can't even know himself, but rumour is that he may be close to a hundred years old. Before raising up to be the Head of House, he used to be free mage. For a price he used to reanimate the dead under the dark, yet somewhere along the point he got noticed, and ended up being a advisor to the previous Head of House.

Description of Relevant House Members: (name, age and sex and any other info)

- Duke Belketh - 28 years, and elf. Some say he joined to learn the power of being a Necromancer, others simply think he joined the House to get away from his previous life. Whatever the case is, at a young age he was adopted after proving his worth. Ever since then he only impressed others for his devotion.

- Death Knight | Head of the Army : Septienna - 41 years, and Human. She is the head commander of the troops that serve the House. It appears strange to foreigners why a woman have gotten such a high title, yet seeing her in battle makes end with the questions most of the times.

- Grand Litch of Dead | Head of Religion : Aislinn - Unknown age, and Ghoul. Reason for having such a reanimated life taking the role of being the chief spiritual as that they see him being able to communicate with the souls of those are yet to be '' raise back to the earth '' His word have a great importance, and often taking the personification of the belief in death itself. Whilst many realms refuse to acknowledge to take Aislinn serious, he does have a great wisdom after his service before, and after resurrection.


Court Position Request: (Family member, position) People may ask to apply if they wish.

Seat of Power: (Name, location.) Abi-libur. Here one finds the centre of the Necromancer's slave trade, and a town unusually open to other races. The Necromancers have a constant need for slaves, or for their bodies, and prices are kept low by the scum who come from far and wide to dispose of unwanted competition, enemies, or family members. It is located in a ring of treacherous mountains, having the city overlooking the surrounding realm from their silver tower, Down to the rest of the world.



Realm Number: (See map) 11

Realm Name: Ninurtusur - The Silver Cities

Realm Description: (Geography, history, note that north is colder/south is warmer.) It is a temperate climate, having as many cold, as warm nights. However the climate zone seems to be sliced at the middle, having the North being more snowy, and cold then the rest of the realm. As such most of the population lives in the South, or West.

Capital City: Nadin-eshah

Population: (Be realistic) 2,722,000

Race Composition (Percentage of each sentient race):
35 % Men, 15 % Canites, 17 % Undead & Ghouls, 17 % Wraiths, 12 % Hybrids of undead and living (Murtols commonly referred), 8 % Elves, 5 % Goblins, 3 % Orcs,

Status of the races other than men: This society is primarily devoted behind the philosophy of death, and as such those who related to it is seen as superiors, rather then those who are not. However they do not discriminate other races, but they do encourage them '' becoming at peace '' with their ways. As the society is largely based on the community to serve, and house the creatures of the underworld, and beyond, it thus takes them as the primary target of focus, yet it does not discourage the immigrants in these lands, though it may remain few. The community of men is mainly those whom came to these lands to escape the feudal system, so after time they have acustomed themselves with the given culture, resulting in little, to no problems between races. The Goblin, and Orc community is residing in the Northern regions, largely dealing with the production of gathering the herbal plants that grow in the mountains, and ridges, which comes as a suprise to many seeing the reputation of them. However the calm life is something that comes as a break to many, and dull to others.

Majority Religion: (Minorities of other two will exist.) They are mostly culturally aligned with Abbey of the Darkness, however they share a different religious set of views, and as such the question can be if they really can be classified as believers of this church. The Faith have excommunicated them however, so the chances are not improving with them as well.

Description of the people and culture:

The people within this realm is stoic, and very pragmatic in their ways. They do not let their emotions move them as much as other may, leading often in their lives primarily being focused on questioning the context of the world they live in, and what importance they have in the machine. The society based upon that everyone have to find their own place to serve does a result create stability, order, and peace in the realm, but due to the static nature it made them isolated from the rest of the realms, and as such they are often made fun of spending more time in their books, then outside.

However that is not to say they are anti-social, but rather seeing the importance in the importance of understanding the world, and the accepts of it. Due to this mind-set it often creates the excellent grounds for mages, priests, scribes, bankers, and theoreticians. This also may explain why some people seek these lands to gain wisdom, and knowledge, but mostly when that knowledge is forbidden from where they come from. Whilst the teachings of death is yet to be forbidden, the teachings of blood is. As a result many people come to learn of the powers of these arts in safety here, to a extend where it gotten the name '' The pilgrims of Blood ''

The ethnicity remains diverse, but there is various pockets of these spread across the realm. Even as of such, the races never care much of the colour, or race as they all share the same values, that being of equals. While many seek this, there is just as equal amount that dislike this radical idea. The fact there is undead amongst the people living in these lands is another thing to consider, however most undead serve as the social-class as being servants, soldiers, or of assistance to others. The Necromancers mainly resurrect the undead to serve the ones who still live, yet even so they still see them as full members of society.

Description of Economy (Include major imports/exports):


  • Exports:

    - Magical elements (Books of studies, staffs, and alike )
    - Literature
    - Wood
    - Fish
    - Brewery
    - Herbs & Potions
  • Imports:

    - Ore
    - Cultural commodities
    - Sand
    - Farming products

Major Cities (max six):
- Nadin-eshah
- Abi-libur
- Bel-zeri
- Adad-usur
- Shagarakti

Major Citadels/Fortresses (max six):
- Ea-ditana
- Apal-shipak
- Barjaka
- Eriba-ishkun

Military Description:

The military is very influenced by the use of the dead in service of the necromancers that summoned them to life. Even though the majority is not itself the undead, there is still a significant enough number to make a difference. The primary force is complied of what is called '' Death-knights '' which is regular units. The preferred style is the use of heavy armour, and Cavalry. This explains the title, as often the soldiers wear plate armour at best. Amongst the ranks of the regular warriors are also Liches, mages who are trained in the arts of the five fields of magic, as well as the use of necromancies.
There is various infantry formations that consist of those who are undead, and ghouls alone, however as they keep the numbers hidden from others they are mostly acting as levies when at war with other realms. Yet Cainite warriors are what makes them apart, warriors who live for shedding the blood of their foes.

Strengths/Weaknesses: (Must have several of both)

Strengths

- The use of ghouls, and other races can be a wild card in regards to their abilities to fight without the means to recruit, or replenish their numbers. It is often rumoured that the foes of their enemies disguise themselves as the soldiers who died in the battle, yet resurrected as the dead. They may not be as excellent fighters as before, but knowing that they can relay on the dead may come to use.

- Strong use of heavy infantry, and cavalry in limited numbers. Even though the numbers of the canite warriors, and death knights may not be as large as the rest of the regular army, their experience, and strength is one that is not to be outmatched many places. The strong use of armour makes them a challenge to kill as well, well if they are alive that is.

Weaknesses

- They have no archers, or anything ranged. They do not like the use of such as they always use the forests for other purposes. It makes them less likely to attack a army that also have archers, but they try to compensate it with the use of heavy armour of their units.


[*]Total Numbers

[*]Navy : 5,000 sailors is in service.

Of those sailors operating, there is 4 phantom ships, that is to say it is operated by the dead wrights who have been killed on the sea.

- 6 Caravels.
- 8 Hulks
- 20 various cogs, used for trade, and warfare.

[*]Army

Total numbers of the army is : 80,000 in the overall amount of available military force, including the levies, and the reserves in the province.[/list]

Other: Not as far as I can tell.

RP Sample: Just check my posts really, been in far too many RP's then I can count.

Did you read everything?: Yes

Time Zone: CET

#TFAE3.0 (Leave this here, this is for identifying apps. Do not remove.)

Accepted, watch the necromancy though.
Call me Star
Best High Fantasy RPer of '14 and '15
"Life before Death. Strength before Weakness. Journey before Destination"
"Strength does not make one capable of rule. It makes one capable of service"
"The only thing necessary for the triumph of evil is for good men to do nothing"
"If more of us valued food and cheer and song above hoarded gold, it would be a merrier world"
Tri: NS's Tolkien incarnate
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Greater Liverpool
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Democratic Socialists

Postby Greater Liverpool » Mon Jan 19, 2015 10:24 am

Ostro amour is a rare amour made by the founders of the Ostromace kingdom it is stronger and lighter then most other amours but don't worry only my character can have the amour.

Also when are we going to start

P.P.S also my plan in the future is that the Ostros lose their homeland and they arrive in this land with a small army and population so it will eventually turn my people into a horde looking for land to call their new home
Last edited by Greater Liverpool on Mon Jan 19, 2015 10:32 am, edited 2 times in total.
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Lorellion
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Ex-Nation

Postby Lorellion » Mon Jan 19, 2015 10:28 am

The Starlight wrote:
Alleniana wrote:But then if not them, who? And anyway, the nature of the rebels would be highly defined by the fact that it was the Lord High Militant who led them.

*Shrug*

I'd be open to having my House lead the rebels.

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Mesrane
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Ex-Nation

Postby Mesrane » Mon Jan 19, 2015 11:39 am

The Starlight wrote:
Mesrane wrote:Oh snap, I forgot about that. Ok never mind, could Domnall be Lord High Marshal instead?

Edit: I also increased the population to 1.2 million after looking at my old app. Is that Ok?

Sure, and 1.2 million is fine.

OK good. I'm just not terribly keen on being the rebel.
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The Soviet Union of Mother Russia
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Psychotic Dictatorship

Postby The Soviet Union of Mother Russia » Mon Jan 19, 2015 12:10 pm

Oh damm, just found out Realm 9, AKA Elves are The Faith followers. Guess that is a good start for bad relations :O

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The Starlight
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Postby The Starlight » Mon Jan 19, 2015 12:36 pm

The Soviet Union of Mother Russia wrote:Oh damm, just found out Realm 9, AKA Elves are The Faith followers. Guess that is a good start for bad relations :O

Hi there!
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"Life before Death. Strength before Weakness. Journey before Destination"
"Strength does not make one capable of rule. It makes one capable of service"
"The only thing necessary for the triumph of evil is for good men to do nothing"
"If more of us valued food and cheer and song above hoarded gold, it would be a merrier world"
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Kaledoria
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Postby Kaledoria » Mon Jan 19, 2015 1:01 pm

The Soviet Union of Mother Russia wrote:I can understand the concerns regarding the subject of the use of Necromancy, and the creatures from the '' Necropolis '' concept, however it is fair to say that such creatures such as the skeletons, and undead ghouls are not creatures who can endure endless wave of swords, and arrows. They all have their strengths, and weaknesses.

The real strength behind the concept is the ability to replenish the numbers of the troops who have fallen, thus using the lives of the enemy, to make up for that. However, a undead ghoul is slow, and not as coordinated like a regular soldier, nor is a skeleton when met with a bone-breaking hammer. So if the concern is the strength in combat, then be assured the abilities behind these creatures are just as balanced as other races. Dwarfs may be strong, yet not agile, and visa versa with elves. The reason why I introduced the undead was simply to spice up the normal composition of the races, and to create a House that is ran more like a Technocracy by Mages, and Cultists, then a regular Feudal system.

In regards of the fuel behind it, the use of Necromancy requires a large amount of mana to transform the dead, into reanimations of their corpses, and remains. That is to say it requires sacrifice, potions, or magical empowering elements, such as crystals, minerals, and such as. I am not sure if there is Lyrium in this universe, but if there is, I would say it is needed. After this transformation however they do not have the same desires in regards of sleep, eating, etc. Some ghouls may however, so they will consume the same way as any other would. Once they are reanimated they can stay '' alive '' so long as the necromancy have effect, however of course it cannot remain forever so the process likely needs to be updated after a given amount of time, but it is not a '' constant '' series of updates, more likely after a given amount of years, and such as.
That is likely also a good reason why the whole realm is not all '' undead '' due to the attempts to finding a reason to keep this effect permanent, and to not going broke in the trade/production of the required elements to reproduce, and provide for the undead.
Yes, it is a powerful thing, a non-stop working force is a thing that all Lords would dream for, but the lands do not contain every resource that is needed, so even with such a work force you cannot get everything you want, which is why a good deal of imports are done too.

Also I have updated my application OP.

Yeah, as far as I have seen it, nobody who creates an Undead nation wants to be totally overpowered from the beginning but usually they are not planing it to the end and once the nation gets into some kind of problem, they start to think: "Okay, what would be the logical think to do in oder to fight back?" And than it quickly gets to the point that I as a former powergamer would have seen from the beginning.

Sure, In battle Undead have strengths and weaknesses. They do not bleed, they are immune to poison but they can be whacked into pieces like the living. But the direct battle is not the point. The point is their workforce and the logistic consequences of the one single aspect that overshadows every other strength and weakness like no other: Does not eat. Even the fact, that they do not sleep or rest only about doubles their working power but in a society where 9 people are needed to produce enough excess food for the 10th, one worker that does not eat to begin with is worth 10 people. Furthermore, if you use them in battle (which I would not, they are far to valueable to risk), they are the decisive factor, because with armies of multiple 10.000s, we are at a scale where you can no longer just throw your armies into one huge mass and meat the opponent in one decisive battle. In that case He would just slip his army in multiple smaller, faster armies and pillage your land empty while your army starves to death, because they are so many you can not supply them on hostile lands, even if you plunder every farm and village you cross.
And sieges! A well build fortress in a good strategical position can withstand any attempt to take it in an assault by any reasonable sized army (And even an unreasonable sized army would take losses multiple times the number of defenders). In fact I think the Idea of an epic fortress hold by Ghoul defenders for generations of the living, this is a cool image but an entire nation that has this at every strategically important position - this is scary.

Really, everything about the undead is fine except for the not eating thing. The "Mana" idea is okay. I don't really see it balancing out the advantage in scale, but it gives us a dramaturgic element, that we could use in the story and with a suspension of disbelieve solve the problem that the living should now really all immediately attack the undead because they are very shortly before reaching a critical mass from which point on they would have the option to turn every living dead or undead, and everybody would depend on their continued goodwill not to take over the world - which never works.

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The Soviet Union of Mother Russia
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Psychotic Dictatorship

Postby The Soviet Union of Mother Russia » Mon Jan 19, 2015 1:28 pm

Kaledoria wrote:
The Soviet Union of Mother Russia wrote:-snip-.

Yeah, as far as I have seen it, nobody who creates an Undead nation wants to be totally overpowered from the beginning but usually they are not planing it to the end and once the nation gets into some kind of problem, they start to think: "Okay, what would be the logical think to do in oder to fight back?" And than it quickly gets to the point that I as a former powergamer would have seen from the beginning.

Sure, In battle Undead have strengths and weaknesses. They do not bleed, they are immune to poison but they can be whacked into pieces like the living. But the direct battle is not the point. The point is their workforce and the logistic consequences of the one single aspect that overshadows every other strength and weakness like no other: Does not eat. Even the fact, that they do not sleep or rest only about doubles their working power but in a society where 9 people are needed to produce enough excess food for the 10th, one worker that does not eat to begin with is worth 10 people. Furthermore, if you use them in battle (which I would not, they are far to valueable to risk), they are the decisive factor, because with armies of multiple 10.000s, we are at a scale where you can no longer just throw your armies into one huge mass and meat the opponent in one decisive battle. In that case He would just slip his army in multiple smaller, faster armies and pillage your land empty while your army starves to death, because they are so many you can not supply them on hostile lands, even if you plunder every farm and village you cross.
And sieges! A well build fortress in a good strategical position can withstand any attempt to take it in an assault by any reasonable sized army (And even an unreasonable sized army would take losses multiple times the number of defenders). In fact I think the Idea of an epic fortress hold by Ghoul defenders for generations of the living, this is a cool image but an entire nation that has this at every strategically important position - this is scary.

Really, everything about the undead is fine except for the not eating thing. The "Mana" idea is okay. I don't really see it balancing out the advantage in scale, but it gives us a dramaturgic element, that we could use in the story and with a suspension of disbelieve solve the problem that the living should now really all immediately attack the undead because they are very shortly before reaching a critical mass from which point on they would have the option to turn every living dead or undead, and everybody would depend on their continued goodwill not to take over the world - which never works.



Well I understand the matter in which you can be at a disadvantage when fighting with these elements, but players are free to design their own counter-measuring ways to fight this. This is not designed to be without flaws, however it is important to know that the entire realm is not all undead, and ghouls, it is only one part of the population. In any case, the real reason that I wanted to introduce the undead as a race was more because I wanted to introduce a new ethnicity that is outside the norm, to thus create situations that would add some spice in the general human/elf/dwarfs. Another thing to consider is the more philosophical aspect they view the matter upon Death. So viewing it based on combat alone would be outside the purpose intended, as really fighting will not be the whole thing the RP will revolve around. However if it is as great a danger that you view it is, you should consider taking it IC. Who knows, maybe enough attention could create some kind of '' Crusade '' situation, or similar.

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Slakonian
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Postby Slakonian » Mon Jan 19, 2015 1:32 pm

Hopefully my app for a duke would be ready tommorow.
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Kaledoria
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Postby Kaledoria » Mon Jan 19, 2015 1:48 pm

The Soviet Union of Mother Russia wrote:Well I understand the matter in which you can be at a disadvantage when fighting with these elements, but players are free to design their own counter-measuring ways to fight this. This is not designed to be without flaws, however it is important to know that the entire realm is not all undead, and ghouls, it is only one part of the population. In any case, the real reason that I wanted to introduce the undead as a race was more because I wanted to introduce a new ethnicity that is outside the norm, to thus create situations that would add some spice in the general human/elf/dwarfs. Another thing to consider is the more philosophical aspect they view the matter upon Death. So viewing it based on combat alone would be outside the purpose intended, as really fighting will not be the whole thing the RP will revolve around. However if it is as great a danger that you view it is, you should consider taking it IC. Who knows, maybe enough attention could create some kind of '' Crusade '' situation, or similar.

That definitely. My people will be even more against Undeads than me, because they are really freaking afraid of them. :D
I just wonder, why all the other nations waited so long with the overdue crusade for 34% of your population to become full undead. :D

But as said, good we talked about it, that is usually the best measure to avoid problems later.

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Kaledoria
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Ex-Nation

Postby Kaledoria » Mon Jan 19, 2015 2:24 pm

@Starlight: Is your realm Number now 8, as it says on page one or 9, as it says in your application?

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The Soviet Union of Mother Russia
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Psychotic Dictatorship

Postby The Soviet Union of Mother Russia » Mon Jan 19, 2015 2:28 pm

So when is IC going up ?

And when it does go up, will it be like with events happening from the start we react to, or just where we can decide how we start off.

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The Starlight
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Postby The Starlight » Mon Jan 19, 2015 2:30 pm

Kaledoria wrote:@Starlight: Is your realm Number now 8, as it says on page one or 9, as it says in your application?

9.
The Soviet Union of Mother Russia wrote:So when is IC going up ?

And when it does go up, will it be like with events happening from the start we react to, or just where we can decide how we start off.

You will be reacting.
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"Life before Death. Strength before Weakness. Journey before Destination"
"Strength does not make one capable of rule. It makes one capable of service"
"The only thing necessary for the triumph of evil is for good men to do nothing"
"If more of us valued food and cheer and song above hoarded gold, it would be a merrier world"
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Kaledoria
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Postby Kaledoria » Mon Jan 19, 2015 2:37 pm

I like reacting. If everybody reacts to the same events, the story is much more coherent than if everybody makes his own stuff up. ;)

I checked all applications and with Rivemia and Ninurtusur we have two applications for realm 11.

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Mesrane
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Postby Mesrane » Mon Jan 19, 2015 2:41 pm

Kaledoria wrote:I like reacting. If everybody reacts to the same events, the story is much more coherent than if everybody makes his own stuff up. ;)

I checked all applications and with Rivemia and Ninurtusur we have two applications for realm 11.

Agreed. And since we'll be starting (finally) right at or past the hump that was the Caer Aard meeting, things should progress a lot farther than in 1 or 2. We spent way too much time waiting and preparing for Caer Aard, which kind of bogged things down.
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The Starlight
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Postby The Starlight » Mon Jan 19, 2015 2:44 pm

Kaledoria wrote:Realm Number: 3
Realm Name: Grand republic of Röken and the Kopper march
Realm Banner: A golden hammer and and (wheat) ear crossed over a copper coin before black background. (Unlike the noble realms, the republic uses this flag more then the family banner of the current ruler)
Realm Description: The free city of Röken was eager to join the Empire in the times of Titus in return for dominion over the surrounding feral lands populated mostly by orcs and goblins. By now, the human city has firmly established this grip. Human settlement politic outside the great walls however did only marginally civilized the countryside. At least it established a very effective trade and taxation system.
What is Realm's view on the Empire?: The empire is great. Especially looking at the scary neighbors to the south, the Burgmasters are happy to have such a big liege lord for protection. It would just be great, if the next Emperor understood, that Röken and the Kopper march should be tax-exempt.
Description of Head of House Province: The first Burgmaster governs the city with an executive college of two others, elected from the council of 20 Councilmen. Each Burgmaster is "first" for 2 years, the Council and executive college are elected from the merchant families every six years. The Burgmaster title is limited to one period, the Councilmen title to less then three (If a councilmen dies and is replaced during one election period, the replacer can be elected into council another two times)
Court Position Request: Chamberlain #3, filled with the head of one of the merchant families chosen by Lord High Chamberlain for life, veto-able by the Röken council three times. Current holder: Walther von Stecken: 61 years old, Head of the von Stecken Family and former two period councilmen of Röken. Walter has liberal views for his age and a strong advocate for the civil rights of Orcs and Goblins as well as low taxes (But coming from Röken the last thing goes without saying)

Capital City: City-state of Röken
Population: (To be realistic, I would need a scale on that map) 330.000 in Röken and the greater urban area, 1.99 million total (Although goblins should hardly count for one each ;))
Race Composition (Percentage of each sentient race): Humans 45%, Goblins 30%, Orcs 25%, Trolls with citizenship: <0,1% (Waits approval from Master elected primus, due to less then 65% human)
Status of the races other than men: In Röken, nonhumans are regarded as second-class citizens. They have no representation in the 20 merchant families and are as such not electable into the council. They are also rather rare (Goblins: ~15%, Orcs ~3% of the city population)
In the countryside, it depends upon the barony: There are Orc-dominated once, where humans are regarded inferior, human dominated ones and a good deal of egalitarian parts without racial prejudice. There are a number of orcish barons/chiefs and even a few goblins and they are kind of respected by their peers.
Majority Religion: The realm is overall truthful to the Faith. especially in the countryside, old Pagan believes were absorbed into the faith and the result would probably be regarded as a heresy if looked upon to closely by the church but the Cardinal of Röken has covered that up so the unorthodox doctrines are generally not known beyond the Kopper march.
Description of the people and culture: ToDo. For now: Röken is a mix of Hanseatic and Venetian aspects, based upon the Law of Lübeck but with slightly more patrician focus akin to Venice. (But not all the way to a position like the Doge). The surrounding areas are very Saxon/Wendish.
Description of Economy: As a merchant city state, Röken is an economic powerhouse with embassies/trade ports (called Kontors) in all mayor coastal cities of the empire and a few beyond. Some merchant families make a fortune importing exotic goods from the south and selling it at ten- or twenty-fold prices to the nobility of the empire. Other merchants loose their lives trying to establish similar contacts. Specializing in trade vessels, Röken ships are known to be the most save, with great cargo capacity and the fastest with the wind. Their military ships are average. The countryside produced food including some delicious specialties including very strong licor. And the Kopper marches have their name for a reason: there is also a good deal of mining going on there, especially but not exclusively for coal and copper. The Kopper-quartz is the Empires most common (semi-precious) gemstone.
  • Exports: Naval supplies, exotic goods, fruits, spices, copper, cheap jewelry, liquor, dyes, cloth, glass, precision tools
  • Imports: Grain (during dry years), horses, cattle, lumber, exotic goods

Languages: The City speaks a mostly accent-free High Fulrian, even the lower classes.
The other original language of the realm is Urspreck, the orcish language of the area, still proudly spoken in the Firnlands and in some remote mountain areas. Most people however have adopted a pidgin of the two languages called "Low Fulrian" by the locals, a name that does however lead to confusion with other dialects in the empire, thus when talking with outsiders, it is referred to as Kopper-Fulrianspreck.
Many Urspreck words have found their way to the names of places or landmarks. (If it sounds German, in-world it's probably Urspreck in origin ;))

Major Cities (max six): Röken really fufills all the province's urbanized needs with it's population of 1/3 of a million. Minor towns:
Nosbrücken (8,000): The northern town is a center of land based trade into (6) and sometimes (5) and features some of the better plantations. Between the West-Charyben Federation, and the Northern and Eastern Hillmen, the Nosland-Area is a rather civilized spot with cottages and estates for the Röken nobility that wants to flee the busyness of the city for some time.
Haven (12,000): A Trade port for goods of more common demand shiped by moderate and smaller ships (which is not really that good of a combination), Haven resided a day by food north of the Charyben mouth. It is the center of fishing and Administrative master for the coastal area to the north, that features a good deal of wealthy villages and cottages.
Firhall (10,500): Maybe the greatest orc-dominated city in the empire (let's see what further applications bring), Firhall is not a friendly place to visit. It's a meeting place for various tribal people who have embraced technological advances copied from Röken but lacking modern social structures, they tax and land based trade to the south heavily, making the sea-based trade so lucrative for the merchant families of Röken.
Corunden (13,000): The central hub of most mining activities in the Kopper march, Corundians know their way around with metals, especially copper but they produce enough iron for the republic, too, although the iron is not known to be of the best quality. It balances urban citizenship and tribal culture.

Major Citadels/Fortresses (max six):
Trutzburg: An anchient fortress in the north from Pre-Imperial times. It is a colossal citadel far greater than any other in the March. Today it watches over a rather peaceful area of mostly human and sometimes goblin dominated tribes to the southwest and civilized cottages, farms and plantations to the northeast and serves little military purpose. It is however a place of festivals, tournaments and similar events.
Münden: The republic's most important fortress is that at the mouth of the Charyben river. It features multiple plateaus equipped with siege engines overlooking the river and a large military port.
Friedburg: Guarding Stone in the south, Friedburg is an ugly, imposing Orc fortress at the western edge of the ... mountains. It's founding stones date back to ages before the Empire but it had a troubled past and most parts currently standing are from the last hundred years. It's location makes it easily defendable but difficult to supply in case of a siege.
Valburg: In Röken's ambition to tax everybody in the area today known as the marches, Valburg was the last attempt of the resisting tribes in the Southeast, a joined project to erect a massive base of operation for their warriors that would deny Röken's troops control over the area but they were to slow. With the help of cavalry from the Empire and allied tribes in the west, Röken attacked the city during the last weeks of it's construction, allowing them to use the construction machines before the walls as makeshift siege towers. This allowed them to take the walls from the understaffed defenders. However, Röken liked the design and after the subjugation continued the construction. Today the fortress main purpose it to guard the Empire towards the southeast.
Bergwacht: The ... mountains make a natural border for the marches towards the east. However northeast of the Nosland the mountainrange is a mit lower and less steep and a determined, small army could pass it at reasonable losses. Bergwacht is a rather young and (compared to the other fortresses here) small fortress guarding the northeast.

Map:

Tribes and Regions:
- Greater Röken urban area: This is where the capitol is. Around it is an area of rather save and peaceful cottages and farms owned by wealthy families from the city.
- Nosland: The lowlands near the Charyben spring are civilized and wealthy.
- Schwarzzinnen: The lowly populated northern mountains is tribal and mostly uninteresting
- Blutkoppen: The east-north-eastern mountains are less explored and more raw than Korundien, the tribesmen do however know a good deal about animals and make a good source of leather and furs for the Republic. Their regiment is known for their unbreakable moral.
- Korundien: The Corunden-province is defined by it's mining output.
- West-Charbyben Federation: A series of tribes that are exceptionally peaceful. Yet as a federation, they have enough power and political influence to withstand any attempts to make them see, that their legal system is outdated and they should at least adapt a modern feudalism, if not outright plutocratic elections.
- Scyllans and Stymphalians: Tribes east and northeast of Röken. Very forestry area
- Küstenlands: The civilized lands along the northern parts of the coast, governed from Haven. Comparable densely populated.
- Skeletens: Tribes-people southwest of Röken. Very good farmers, who slowly adopt modern structures of society due to immigration from the city.
- The Firnlands: At the far southwestern part of the republic lives a brutal tribes-people, yet quite sophisticated in the sciences. They do not need to pay per-head taxes but instead provide a greater then normal regiment for the republic.
- Bruchmountains: The tribes in the southern mountains have only basic infrastructure but their quarries produce marble not found in the eastern mountains, that is highly valued by better architects in Röken.
- The Valelands: The Vales are a federation of tribes with great autonomous rights towards their grand chief, in fact, they republican taxes go directly to Röken and it's only their powerful regiment, that creates some sense of unity. They are located in the southeast and go all the way from Röken to the border.

Peerage in Röken and the Kopper march: Despide the fact, that they are a republic, there is nobility in Röken and the march. In fact, there is a lot of low nobility, since Knighthood can be bought be enough coin (On the other hand, a family might loose the noble status upon suggestion if the become impoverished and in debt). This nobility is generally looked down upon by the noblemen of the other realms of the empire. Some families do however have very old and successful family trees deserving the term "noble".
There is another kind of Nobility among the tribes. Despite their successions not as firmly established as among the feudal realms, the chieftain title is usually passed from father to son and the chieftains enjoy some respect from the nobility. A chieftain is usually considered a baron in peerage by the nobles of the empire. The same counts for a small number of nobles with larger land-holdings in Nosland, Küstenland or Skeleten.
Their are also 8 greater Tribal chieftains, who enjoy the prestige normally associated with a count of the empire, the same counts for the first Burgherren of Corunden, Nosbrücken and Haven and the two Burgmasters of Röken currently not "first". The first Burgmaster of Röken is considered equal to a Duke in peerage.This leaves the realm overall underrepresented in prestigious positions. However, this is only natural for a vassal republic.

Military Description:

Strengths: Strong in mixed infantry tactics employing lots of crossbows from simple yet precise hand crossbows to the massive portable ballista (think Roman scorpion), a backbone of infantry with tower shields and spears and some pike and pole-arm companies. Ferocious tribal warriors. (The line between the soldier and warrior is blurred)
Weaknesses: Lack of Cavalry (except for a few nobles and some mounted scouts and/or messengers), poor in heavy armor, poor in high scope strategy.
Total Numbers: 24.000 in city regiments and family guards + 25.000 in provincial retinues + 10.000 mercenaries usually hanging around in the area but working for whoever pays.
Navy: The showpiece of Röken naval supremacy is an elite fleet of 12 warships armed with 6 huge hard-mounted ballistas and several smaller siege weapons each, plus large copper fire cauldrons, firmly mounted in the center of the deck to enable the weapons to shoot flaming projectiles. The high deck level and bulwark makes it hard for lower ships to board them. However the main power comes from nearly 2.000 trade and escort vessels owned by the various merchant families that can quickly be repurposed for war. In naval combat, the Röken Doctrine features ship to ship archery and ramming maneuvers but boarding action is generally avoided, if somehow possible. There are no dedicated marine-soldiers but sailors are tough guys and the common soldiers usually does not get sea-sick either.


Other:
RP Sample: (From my last story: http://forum.nationstates.net/viewtopic ... #p22808202 )
Did you read everything?: From the initial post? Yes.
Time Zone: GMT+1 (Germany)
#TFAE3.0 (Leave this here, this is for identifying apps. Do not remove.)




First draft. My character would be the designated heir of an influential merchant family, son of a council member and hot competitor for one of the Burgmaster positions in the next election in a few years.


I need to know who's in charge, and your house, or are you not going with them. Are you a city-state?
Kaledoria wrote:I like reacting. If everybody reacts to the same events, the story is much more coherent than if everybody makes his own stuff up. ;)

I checked all applications and with Rivemia and Ninurtusur we have two applications for realm 11.

Thanks, but I'm aware of that, putting the apps on the OP now. Allenania has to change his, as SUMR reserved 11 before Allenania submitted his app.
Call me Star
Best High Fantasy RPer of '14 and '15
"Life before Death. Strength before Weakness. Journey before Destination"
"Strength does not make one capable of rule. It makes one capable of service"
"The only thing necessary for the triumph of evil is for good men to do nothing"
"If more of us valued food and cheer and song above hoarded gold, it would be a merrier world"
Tri: NS's Tolkien incarnate
Lith: Twinky-toes, Lord of Elves, and the only man to enter Tolkien's Holy of Holies
Neros: A Star Among Men and a Tolkien force of nature in relation to Elves and Asgardians.
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The Grey Wolf
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Postby The Grey Wolf » Mon Jan 19, 2015 2:45 pm

OP, since I'm wide awake now, can I add more characters to my app?

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The Starlight
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Postby The Starlight » Mon Jan 19, 2015 2:55 pm

The Grey Wolf wrote:OP, since I'm wide awake now, can I add more characters to my app?

Sure, just tell me when you're done.

@Everyone, Call me Star.
Call me Star
Best High Fantasy RPer of '14 and '15
"Life before Death. Strength before Weakness. Journey before Destination"
"Strength does not make one capable of rule. It makes one capable of service"
"The only thing necessary for the triumph of evil is for good men to do nothing"
"If more of us valued food and cheer and song above hoarded gold, it would be a merrier world"
Tri: NS's Tolkien incarnate
Lith: Twinky-toes, Lord of Elves, and the only man to enter Tolkien's Holy of Holies
Neros: A Star Among Men and a Tolkien force of nature in relation to Elves and Asgardians.
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Kaledoria
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Postby Kaledoria » Mon Jan 19, 2015 3:20 pm

I was going to play Götz von Bernstein as my primary character (one of the upstarters of Röken) and the Republic in the background. Although due to the Plot, I think, the current first Burgmeister will be an involved person, too.
Let's call him Otto Lichtenburg, a commoner of a lesser merchant family who rose to incredible prominence 6 years ago when striking a trade deal with the Empire of Augrilac, who is usually even worse for trade than the southern neighbors. He brought a lot of tobaco and gold from over the sea. His business partners over sea were sadly killed last year due to inner-Augrilacian riots against Pandyssian influence but Otto got away and made a fortune already.

Details on the Families of von Bernstein and Lichtenburg come tomorrow, including a well-formated house app, maybe.


About map:
Yes and I also think, that Rivemia would fit much better into a spot like 8, than the Necropolis faction. Alleniana?
http://i.imgur.com/pRlNfcu.jpg <- including the applications not yet accepted
Last edited by Kaledoria on Mon Jan 19, 2015 3:31 pm, edited 2 times in total.

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The Starlight
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Postby The Starlight » Mon Jan 19, 2015 3:23 pm

Kaledoria wrote:I was going to play Götz von Bernstein as my primary character (one of the upstarters of Röken) and the Republic in the background. Although due to the Plot, I think, the current first Burgmeister will be an involved person, too.
Let's call him Otto Lichtenburg, a commoner of a lesser merchant family who rose to incredible prominence 6 years ago when striking a trade deal with the Empire of Augrilac, who is usually even worse for trade than the southern neighbors. He brought a lot of tobaco and gold from over the sea. His business partners over sea were sadly killed last year due to inner-Augrilacian riots against Pandyssian influence but Otto got away and made a fortune already.

Details on the Families of von Bernstein and Lichtenburg come tomorrow, including a well-formated house app, maybe.

Alright then.
Call me Star
Best High Fantasy RPer of '14 and '15
"Life before Death. Strength before Weakness. Journey before Destination"
"Strength does not make one capable of rule. It makes one capable of service"
"The only thing necessary for the triumph of evil is for good men to do nothing"
"If more of us valued food and cheer and song above hoarded gold, it would be a merrier world"
Tri: NS's Tolkien incarnate
Lith: Twinky-toes, Lord of Elves, and the only man to enter Tolkien's Holy of Holies
Neros: A Star Among Men and a Tolkien force of nature in relation to Elves and Asgardians.
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Annihilators of Chan Island
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Postby Annihilators of Chan Island » Mon Jan 19, 2015 3:45 pm

So Star, just curious, but what kind of things are we all going to be reacting too (PS is my app accepted) ? I get that we're all meant to start in the middle of a battle against the High Lord Militant, but then do we react to what others are doing or are you going to be omnipotently directing events and watching us react (as is your right as OP).
This nation is modeled on being my absolute worst dystopia imaginable. In no way do the Annihilators reflect my opinions, in fact I am totally against almost every single policy they enact.
I support insanely high tax rates, do you?

I honestly really like to write issues.

Proud member of The Anti Democracy League

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The Starlight
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Postby The Starlight » Mon Jan 19, 2015 3:48 pm

Annihilators of Chan Island wrote:So Star, just curious, but what kind of things are we all going to be reacting too (PS is my app accepted) ? I get that we're all meant to start in the middle of a battle against the High Lord Militant, but then do we react to what others are doing or are you going to be omnipotently directing events and watching us react (as is your right as OP).

I'm debating the whole rebellion thing, as we don't have a High Lord Militant. What I plan to do is post us all at the Caer Aard, and start things off. Everyone once in a while, if we're taking too long, I'll do timeskips, speed things up, introduce new problems , events and the like.
Call me Star
Best High Fantasy RPer of '14 and '15
"Life before Death. Strength before Weakness. Journey before Destination"
"Strength does not make one capable of rule. It makes one capable of service"
"The only thing necessary for the triumph of evil is for good men to do nothing"
"If more of us valued food and cheer and song above hoarded gold, it would be a merrier world"
Tri: NS's Tolkien incarnate
Lith: Twinky-toes, Lord of Elves, and the only man to enter Tolkien's Holy of Holies
Neros: A Star Among Men and a Tolkien force of nature in relation to Elves and Asgardians.
P2TM: Infinite Justice | ✎ Member - ℘ædagog | adhouse

IJB: RE | Arcs

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The Starlight
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Founded: Jan 11, 2014
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Postby The Starlight » Mon Jan 19, 2015 3:50 pm

Yes, Belrond is the Steward.
Call me Star
Best High Fantasy RPer of '14 and '15
"Life before Death. Strength before Weakness. Journey before Destination"
"Strength does not make one capable of rule. It makes one capable of service"
"The only thing necessary for the triumph of evil is for good men to do nothing"
"If more of us valued food and cheer and song above hoarded gold, it would be a merrier world"
Tri: NS's Tolkien incarnate
Lith: Twinky-toes, Lord of Elves, and the only man to enter Tolkien's Holy of Holies
Neros: A Star Among Men and a Tolkien force of nature in relation to Elves and Asgardians.
P2TM: Infinite Justice | ✎ Member - ℘ædagog | adhouse

IJB: RE | Arcs

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