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by Imperial Idaho » Sun Jan 22, 2017 3:10 pm
I'm from the land of Coeur D'alene Idaho.
By Ballot or by Bullet, the Pub Party will win. The Pub Legacy Edition.Ifreann wrote:The Romans placated the people with panem et circenses, bread and circuses. We will placate our people with dank space weed and hyper-HD vidya.Tysoania wrote:You remind me of a mobster who gets things cleared out of the way.
Next up on the Sopranos...
Imperial "Slick" Idaho, the fixer.Bralia wrote:Oh my fucking god. Do it again, guys, you both chose the number 7.
by Vacif » Sun Jan 22, 2017 3:16 pm
by New Grestin » Sun Jan 22, 2017 3:17 pm
Let’s not dwell on our corpse strewn past. Let’s celebrate our corpse strewn future!
Head Bartender for The Pub | The Para-Verse | Writing Advice from a Pretentious Jerk | I write stuff | Arbitrary Political Numbers- Best Worldbuilding - 2016 (Community Choice)
- Best Horror/Thriller RP for THE ZONE - 2016 (Community Choice)
by Ithalian Empire » Sun Jan 22, 2017 3:18 pm
Welcome the the Frontier, the edge of civilised space. A place where people attempt to create new lives for them selves after the horrors of the War, a place for those for whom the was never really ended. For every upstanding farmer, mineral prospector, hab wife and doctor there are bandits, desperados, pirates and mercenaries. It's a rough life out here on the Frontier. A place where the long arm of the law is not long enough. That's were people like me and you come in.
We are Free Traders. We are neither criminals or the law. Neither light nor dark, but grey. We can be protecting a trade convoy one day to raiding those same ships the next. All depends on who pays us the most. We are mercenaries, old soldiers, men running from there past. We are guns for hire, ships for rent. We do what we do for credits and damned what the Authority says about it.
So, you with us?
by Ontorisa » Sun Jan 22, 2017 3:57 pm
by Achesia » Sun Jan 22, 2017 4:05 pm
Ithalian Empire wrote:Free TradersWelcome the the Frontier, the edge of civilised space. A place where people attempt to create new lives for them selves after the horrors of the War, a place for those for whom the was never really ended. For every upstanding farmer, mineral prospector, hab wife and doctor there are bandits, desperados, pirates and mercenaries. It's a rough life out here on the Frontier. A place where the long arm of the law is not long enough. That's were people like me and you come in.
We are Free Traders. We are neither criminals or the law. Neither light nor dark, but grey. We can be protecting a trade convoy one day to raiding those same ships the next. All depends on who pays us the most. We are mercenaries, old soldiers, men running from there past. We are guns for hire, ships for rent. We do what we do for credits and damned what the Authority says about it.
So, you with us?So what is this? Simply put this is a rp in part by Firefly, Star Wars to a degree and some other old time western movies and obscure 80's cartoons. You will be apart of a group of former soldiers, mercenaries, bounty hunters and other such kinds of people who must work together as the crew of the Vanguard. As a Free Trader you will be completing various missions ranging from simple VP protection to the shady business of large corporations.History relevant to the Frontier and the Free Traders begins in the 2070's with the Great War. Fought between the People's Republic of China and the United States of America over mineral rights on the moon to was the first was to utilize space as one of its battlefields. Nearly all the decisive battles that took place in the 6 year long war were fought either on the moon or in low earth orbit. From the years 2073 to 2079, 500 million people were killed and much of Asia and part of the continental US were heavily damaged by war. After the war a new international organization was formed. The United Nation Space Authority (UNSA) was formed to govern the various colonies of humanity across the sol system.
By the year 2230 humanity has colonized most of the sol system, with nearly four billion human living on a planet other than earth, and nearly 9 billion human calling earth home. Then came the Separatist War. The colonies on Mars, the moons of Jupiter, and the moons of Saturn all declared their independence from the UNSA in the year 2259. The decade long war the followed would be one of the bloodiest wars ever fought by humanity, with nearly a billion dead and a decade of war. Once more, a new organization was formed to administer the ever growing colonies. The Federal Earth Authority was formed to govern both the Earth, and the colonies. Humanity was united under a single banner.
The next major milestone would happen in the year 2278 with the invention of the FTL drive. Humanity spread across the stars in a rate the boggled the mind. By the year 2314 humanity has colonized hundreds of worlds and had come into contact with a vast number of alien races, from the reptilian Shanxi to the marid of races that make up the Tagali Federation. Over the next hundred or so years piece would be years of relative peace.
Then they came. The Rivvoith Imperium. Commeing from the fringe of the galactic south they had been ignored by the various powers of the galactic north, the Rivvoith came like a thief in the night. Never seen, never heard, they killed all in there path. Four twelve years they swept up nation after nation in there bloody conquest of the galactic north. In the thirteenth year of their conquest the Rivvoith began their attack in the Federal Earth Authority. A cascade of alliances and pacts formed up and the Alliance was formed. With the FEA, the Tagali Federation, the Shanxi Empire, and the United Antivarian Republic all banded together to fight of the aggression of these invaders.
And so the bloodiest war in recorded history began in earnest. The Rivvoith were winning in the early part of the war, storming world after world in both the FEA and the Tagali Federation with little signs of the Rivvoith stopping. And than the tides turned as the Rivvoith neared the human home world. In a massive battle at Proxima Centauri, the combined fleet of the Alliance turned back the invasion.
Eight years of bloody liberation would follow as the Rivvoith were pushed out of human and Tagali territory. In the year 2457 the Rivvoith found themselves defending their home territory. Both sides, exhausted by the long war decided that peace was the best option. The peace treaty was signed and the rebuilding of many worlds would begin.
The year is now 2462, the FEA is still liking it wounds after the War and millions of former soldiers, war refugees and poor are leaving the safety of the built up central systems for the promise of a new start in the Frontiers.The Frontier has always been around, lawless and sparsely populated. Out on the the Frontier you have to be strong willed and have the the skills to carve out a life on the wild planets that dot the wild space of the Frontier.
For the most part life on the Frontier is free from the influences of government, with even planetary governments being limited in their ability to maintain control of the vast regions they govern. This lack of governance does not mean that there is complete anarchy. Settlers govern them selves as best as they can, corporations are almost governments in and of themselves, far from the intervention of the Authority. Criminal gangs, pirates and mercenaries find plenty of work and the opportunity to exert the influence of the less fortunate settlers of the various worlds in the Frontier.
Then there are the Free Traders. Unattached to any form of governing, the Free Traders do as they please. Hired by Planetary Governors to take care of piracy to being hired by those pirates the next day. Their only allegiance is to Credits and each other. They are neither criminals nor the law, neither good nor evil, they just do what the can to stay alive and make some Credits.The Vanguard
This will be your home now that you've signed on to be one of us. The Vanguard started life of as a run of the mill A-09 cargo ship manufactured by Breaters and Sons Shipyard. That of course has changed. No longer a defenseless little cargo ship she has been retrofitted with three 80mm Twin Linked MAR Cannons, her power unit has been beefed up and the engines have been replaced from the standard G series plasma thruster to a faster more efficient A series thruster.
All told the Vanguard can carry up to 80 people and haul nearly 17,000 tons of cargo before reaching capacity.
Parts of the Ship
Bridge: The Bridge is located in the front of the ship this is were the communication gear and pilot are housed.
Cargo Hold: A large mostly empty section of the ship that is used to store the legal good the Vanguard and her crew are transporting, there are however many little hidden compartment hidden throughout the ship for storing weapons and illicit goods.
Crew Compartment: This is where the crew spend its time when not working.
Mess Room: This is a part of the crew compartment, this is were crew can go and get a bit to eat and generally blow some steam.
Engine Bay: The working heart of the ship. This is where all the mechanical apparatus of the ship are kept. This is the undisputed realm of the ship's mechanic.Ballistic Rifle
Ballistic Rifle: Used and produced for their ruggedness and ease of maintenance, ballistic rifles are still a common staple in the weaponry of the 25th century. During recent years most ballistic rifle manufacturers agreed that a commonplace cartridge for such firearms would help protect civilian worlds with smaller garrisons should a war reignite, said round is the 8x77mm Hagan round. Not so much a wounding round from the 20th and 21st centuries, it’s main goal is to simply kill whatever it hits. Magazines for the cartridge are also universal, found in 10, 20, or 30 round denominations. The most common model on the Frontier is the Sinoviet B-22C (pictured above) for their resilience, barrel life, and low cost.
Ballistic Pistol
Ballistic Pistol: Much with all ballistic firearms, they remain popular for their lack of finicky parts, and ease of replacement. Every pistol manufactured in a gunpowder configuration fired the 12.7x40mm round, capable of stopping some of the largest game on the Frontier, they are popular with civilian shooters, hunters, and colonial garrison alike. The most common model is the Duchamp 16 (pictured above), for it’s streamlined design and relatively lightweight and high capacity (14 rounds).
Ballistic Shotgun
Ballistic Shotgun: Much like their less powerful cousins, ballistic shotguns have a stopping power yet to be replicated with magnetic and laser based weapons. That being said, very few manufacturers actually produce scatterguns anymore, especially with the nigh monopoly that Hanlon Ind. has on the market, as expected the most common round is the 8 Gauge magnum buck, and the pump action, 18 round drum magazine fed Model 660 (above) from said company.
Ballistic Sniper
Ballistic Sniper: As with other ballistic weapons, cheapness and ruggedness is key. That being said, the most common rifles available to hunters are those manufactured on the frontier itself. That being said, the cheapest and longest running company to sell them is Grendel Armory, with their Navajo Marksman Rifle (above) firing the exact same cartridge as most automatic rifles, it’s also popular with law enforcement and militia as well. And with a manual bolt action, there’s nothing within the same realm more accurate.
Rail rifle
Rail rifle: Rail rifles technically aren’t railguns, instead they are Gauss weapons, but most people can’t tell the difference. That being said, all alliance models accelerate 5mm tungsten ferric spheres to roughly mach seven, and the most common model being that of the M&Q Model 155 (above) with a manageable firing rate of roughly 600 rounds per minute. They can figuratively and literally turn objects into chum. Firing them in Zero-Gee is not recommended.
Gauss Sniper
Gauss Sniper: Distinctly known as Gauss rifles, there is but one manufacturer of said weapons (at least with a reasonable shipping time): Alliance Dynamics. Yes, all are military grade, and yes they all are equally hard to get your hands on. Firing a 15x145mm ferric tungsten slug at mach 10, the recoil is hard enough to knock one on their ass, and enough to bust through a corvette’s plating.That being said, they are illegal on most planets, simply because they have no purpose but to blow up vehicles and turn organics into a mist.
[url=https://s-media-cache-ak0.pinimg.com/originals/1d/0c/30/1d0c302ebe9314b528ee7589f7198dd3.jpg
Plasma Carbine]Plasma Carbine[/ur]
In the interest of keeping expenses down, most plasma weapons are in the shape of stockless carbines. Using magnetic containment, and using a small tank of hydrogen gas and a fusion cell to induce plasma creation. Plasma weapons are capable of melting anything from metal to bone. On the flip side they are ungodly expensive, and very rare. Unless you literally kill someone for it, you're risking several hundred thousand dollars on a single weapon. And that's not accounting for the fusion cells. The most common variant is that of the HCC Helion (Above), using the over under system of the gas tank above the weapon, and the fusion cell below, it remains a very balanced weapon.
Laser Rifle
Laser Rifle: While not a traditional rifle, Laser rifles are a mainstay in most armed forces units. Using the same fusion cells as plasma weapons to power their respective projectiles. They are chosen not for their destructive capacity, but because they produce no recoil, and are perfect for void combat because of it. Not to mention that the pulse of light they fire travels at the speed of light, requiring almost no leading on a moving target. Their projectile is not the traditional beam that most would expect. Instead the weapon has a safety cut off, allowing a fraction of time for the laser pulse to engage, but keeping things safe enough that there is no collateral damage. To aid in taget acquisition, a laser sight has been added to engage when the pulse is activated, giving a better visual to the projectile laser. The most common variant is that of the Jama Corps PF-11 (above).
Weapons are done thanks to Anowa. We have two races that I'll be adding in later once I have read them when I am not half asleep, the ship is done. Everything is done save for the factions, which I'll be doing sometime this week in between posts for Outbreak and Amongst the Cold Stars.
by New Grestin » Sun Jan 22, 2017 4:11 pm
Let’s not dwell on our corpse strewn past. Let’s celebrate our corpse strewn future!
Head Bartender for The Pub | The Para-Verse | Writing Advice from a Pretentious Jerk | I write stuff | Arbitrary Political Numbers- Best Worldbuilding - 2016 (Community Choice)
- Best Horror/Thriller RP for THE ZONE - 2016 (Community Choice)
by Ithalian Empire » Sun Jan 22, 2017 4:12 pm
by G-Tech Corporation » Sun Jan 22, 2017 5:25 pm
by New Grestin » Sun Jan 22, 2017 5:41 pm
Achesia wrote:I really like it. You made that from scratch?
Let’s not dwell on our corpse strewn past. Let’s celebrate our corpse strewn future!
Head Bartender for The Pub | The Para-Verse | Writing Advice from a Pretentious Jerk | I write stuff | Arbitrary Political Numbers- Best Worldbuilding - 2016 (Community Choice)
- Best Horror/Thriller RP for THE ZONE - 2016 (Community Choice)
by Ontorisa » Sun Jan 22, 2017 5:50 pm
New Grestin wrote:Achesia wrote:I really like it. You made that from scratch?
In a manner of speaking. I mostly used .png and vector art from around the web and tinker with it until I receive the desired results.
The space background is really the only thing I had to use whole cloth from another image because I could never quite get the sky the way I wanted it. Hard to properly convey the idea of being on another world.
by Achesia » Sun Jan 22, 2017 5:51 pm
New Grestin wrote:Achesia wrote:I really like it. You made that from scratch?
In a manner of speaking. I mostly used .png and vector art from around the web and tinker with it until I receive the desired results.
The space background is really the only thing I had to use whole cloth from another image because I could never quite get the sky the way I wanted it. Hard to properly convey the idea of being on another world.
by Vacif » Sun Jan 22, 2017 5:52 pm
Achesia wrote:New Grestin wrote:In a manner of speaking. I mostly used .png and vector art from around the web and tinker with it until I receive the desired results.
The space background is really the only thing I had to use whole cloth from another image because I could never quite get the sky the way I wanted it. Hard to properly convey the idea of being on another world.
Hey it looks pretty stellar though!
by New Grestin » Sun Jan 22, 2017 5:59 pm
Ontorisa wrote:Damn Grest, remind me to co-author an RP with you in the future.
Achesia wrote:Hey it looks pretty stellar though!
Let’s not dwell on our corpse strewn past. Let’s celebrate our corpse strewn future!
Head Bartender for The Pub | The Para-Verse | Writing Advice from a Pretentious Jerk | I write stuff | Arbitrary Political Numbers- Best Worldbuilding - 2016 (Community Choice)
- Best Horror/Thriller RP for THE ZONE - 2016 (Community Choice)
by Imperial Idaho » Sun Jan 22, 2017 5:59 pm
Achesia wrote:New Grestin wrote:In a manner of speaking. I mostly used .png and vector art from around the web and tinker with it until I receive the desired results.
The space background is really the only thing I had to use whole cloth from another image because I could never quite get the sky the way I wanted it. Hard to properly convey the idea of being on another world.
Hey it looks pretty stellar though!
I'm from the land of Coeur D'alene Idaho.
By Ballot or by Bullet, the Pub Party will win. The Pub Legacy Edition.Ifreann wrote:The Romans placated the people with panem et circenses, bread and circuses. We will placate our people with dank space weed and hyper-HD vidya.Tysoania wrote:You remind me of a mobster who gets things cleared out of the way.
Next up on the Sopranos...
Imperial "Slick" Idaho, the fixer.Bralia wrote:Oh my fucking god. Do it again, guys, you both chose the number 7.
by Ontorisa » Sun Jan 22, 2017 6:10 pm
by New Grestin » Sun Jan 22, 2017 6:13 pm
Ontorisa wrote:Haha, yeah, I'm thinking about rebooting Hubris of the Gods sometime in the late spring/early summer, depending on my timeline and availability. It would be sick if you could design and also hop on board the RP.
Let’s not dwell on our corpse strewn past. Let’s celebrate our corpse strewn future!
Head Bartender for The Pub | The Para-Verse | Writing Advice from a Pretentious Jerk | I write stuff | Arbitrary Political Numbers- Best Worldbuilding - 2016 (Community Choice)
- Best Horror/Thriller RP for THE ZONE - 2016 (Community Choice)
by Ontorisa » Sun Jan 22, 2017 6:14 pm
New Grestin wrote:Ontorisa wrote:Haha, yeah, I'm thinking about rebooting Hubris of the Gods sometime in the late spring/early summer, depending on my timeline and availability. It would be sick if you could design and also hop on board the RP.
I'll put it on the docket and see where I'm at by then. At the current rate of posting, I'm looking at wrapping up the Zone sometime by 2026.
by New Grestin » Sun Jan 22, 2017 6:15 pm
Ontorisa wrote:Sounds like a typical RP by you :P
Let’s not dwell on our corpse strewn past. Let’s celebrate our corpse strewn future!
Head Bartender for The Pub | The Para-Verse | Writing Advice from a Pretentious Jerk | I write stuff | Arbitrary Political Numbers- Best Worldbuilding - 2016 (Community Choice)
- Best Horror/Thriller RP for THE ZONE - 2016 (Community Choice)
by Kassaran » Sun Jan 22, 2017 6:15 pm
A world made up of various realms and landscapes, Laancris features the massive plains and steppes of the Hylfulk, the Ilvacrest of the Faefulk, the Ironcrest Mountains of the Unterfulk, and beyond the known lands lies those touched by The Corruption and whom live without the Light of Laancris.A younger race in the World of Laancris, it is perhaps best explained as having first appeared suddenly from the wastes beyond the lands of the Hylfulk. The first of mankind warred to great extent over rights to the rare oasis and fertile lands found in the desert regions, but quickly moved past and into the plains and hills and swamps that now house their kind in great number. Laancris’ only seafaring people, Humanity quickly managed to settle itself into place within the greater lands of Laancris and founded the First and Second Galaryn Empires and the Dynasties they held. Even more important though are the tales, now only spoken of in hushed whispers by the noble and as bed time stories to the poor of those whom were beyond Human, who held the right to use the Magic of Laancris to vanquish the enemies of those whom would try to undo all that had been done.Massive and sprawling plains gave birth to the beastlike races of the Hylfulk. Sporting typically Humanoid appearances, their extended canine teeth, large animal-like ears, and their dexterous tails have given them a feral appearance. The first adversaries to Humanity, they suffered greatly at the hands of the warlords of Humanity until the founding of the First Galaryn Empire under which they managed to rise to prominence alongside the Faefulk and the Unterfulk. Magic, though running strongly through their veins, is a crutch to them whom have athletic superiority in the world of Laancris. Their generally healthy and long lives far outpace Humanity’s own, but their lack of separation from their emotions leaves them a dangerous liability in fights where they have become enraged without self-control.The Ironcrest Mountains are a place of Mystery and the undisputed center to where Magic holds its origins. The reclusive and elusive Unterfulk, long-lived Men of the Earth have garnered to themselves a reputation for being powerful masters of Magic. Being those whom first imparted upon Humanity’s heroes, the Palatinus, the ability to harness and use the Magic of Laancris, they are often revered by those knowledgeable in the old ways. Having risen to prominence as one of the defacto ruling classes over the swarms of Humanity in the First and Second Empires and with three of the Twelve Legendary Paladines of Galaryn’s Court being Unterfulk. Later, the Unterfulk fell from common knowledge at the rising of the Third Galaryn Empire, the claim for the crown being far too disputed to become involved. Cold and impassive, they are Humanlike in all but their solid-tone eyes and their pale skin featuring fair complexions and long-limbs, they have been known to surface from time to time in the outer regions of the Third Empire’s once expansive territories, leading raiding parties on settlements attempting to push past the barriers erected within the heart of the Ironcrest.The ancient, the primordial, the immortal. The Faefulk have been around longer than even the Unterfulk can remember. With the oldest known member of the Faefulk having seen Humanity’s Second Empire come to rise almost forty generations ago, it is no small surprise that the Faefulk are respected by all whom meet them save for the more boisterous members of Hyl and Human society. Powerful nature spirits affiliated with the more power Magic-users of the Faefulk lend them a shadow of mystery and power not lent to any other race in Laancris and it is in the name of the Fae that many have died. To say that there has been palpable surprise that they reached out first to rebuild the ancient Order of the Palatinus is an understatement. Often known to be highly skilled orators their usage of Magic greatly varies and they are the only known practitioners of the art of Shamanism being able to tap into the Spirit Realm and bring forth the Magic of ages past to aid in the present day through the use of Spirits.
Literature
Generally considered by most to be where the heart of the Human civilization and domination of the Realm of Laancris originated, the Remnants of the Galaryn Empire still are alive and kicking today, though mostly involved in petty political squabbles amongst themselves. Gone are the days where they would march to war for months and engage in combat with the men of the Valleys further to the North, rather now they savor the taste of naval conflict, raiding, and the occasional political assassination and coup to keep things interesting within the sub-states and counties under their control. Best described to players as being Europe in the Middle Ages, the practice of Magic is highly regulated and reserved for only nobles and distinguished battlefield commanders and champions.The First Galaryn Empire
Born at the founding of the First Era in 0.1E, the Galaryn Empire was an Oceanside federation of humans united under the banner of the leading house of Humanity which also fell under the rule of the defacto leader of the Order of Palatinus. Brought together in response to the threat of The Corruption, the First Galaryn Empire allied with the Fae and the Hyl to bring about an early victory for the Light. War, virtually gone from the mortal realms with all focused-on defeating what last vestiges of traceable Corruption there had been, now came to a strange impasse at the cessation of the fighting. Economies born on war profit and trade and conquest in retaking the lands of the Corruption would soon stagnate with no demand if none could be provided. While some declared against the atrocities committed by either side in the name of victory, the clearer minds of men above saw through the brutalities of war and sought peace.
In the name of Galaryn the First of His Name, the Galaryn Empire of the Fae, Hyl, Unter, and Human Races, so too was the new Empire founded and an Imperial Dynasty of legend was born. A golden age for Human expansion and trade, so too did technology advance as did knowledge in the Magical arts. This would not last forever however as soon enough Galaryn’s direct lineage died off to time and joined the heroes of old in the afterlife, the Empire would face a new challenge it would ultimately lose too. It would take nearly two hundred years and seven generations for the Empire to fall back within pre-Galaryn limits and eventually diminish into nothingness at the borders of the Superstates of Iri and Do.
By the year 480.1E, the First Galaryn Empire was gone.
The Second Galaryn Empire
No sooner had the First Galaryn Empire died off, did the new spring up, but this time spouting a new agenda far different from the Empire of Peace, now known as the Dove Dynasty. This time, led by a member of the House of Lod, one of the final remaining Houses belonging to the Order of Palatinus, the Second Galaryn Empire quickly rose to power as a military force to be reckoned with. Leading a force of less than five thousand against the superior armies of Iri, the Second Galaryn Empire managed to defeat the forces of Iri at the Desolation of Iri-Tol Lagok Mal, a dense network of canyons buried within the plains of Lagok Mal to the South of Iri. Of nearly 200,000 men who marched into Lagok Mal under Irian Commander Tol, less than 19,000 would leave alive.
Within five years of constant conquest and warfare, the Second Galaryn Empire would come to be known as the most formidable fighting force in Laancris, using Magic and superior tactics to defeat the Superstates of Iri and Do and push to the Coastlines to absorb the entirety of Sho-Ragon’s Peninsula and the Western Seaboard of the Mirantic Sea. Few states would remain standing over the course of the nearly five hundred years and nineteen generations encompassing almost four Eras of Conflagration and an Era of Solace, and in the end the Galaryn Empire would fall to its original failings in being a state led to expansion through war and not trade. Having risen in 483.1E, at its success during the Desolation of Iri-Tol Lagok Mal, the world calendar was sent into the second era leaving the fall of the second Empire to happen around 899.1E, or 416.2E.
Between the rise of the Third Galaryn Empire and the fall of the Second, the nations of the world would rise and fall in similar fashion from before. Born of war, the blood-stained banners of the warlords that claimed their sovereignty over their lands and the lands of their neighbors would fall to others. No victor, wreaking havoc and destruction on the land. It is well known that many of the nations have been directly opposed to conflict in the first place, but continue to fight, pressed on by unknown forces as the Corruption has continued to grow. Darkness covered the lands of a great many areas before the advent of the Third Galaryn Empire in 846.2E.
The Third Galaryn Empire
As the warring states that once made up the heartlands of the First Galaryn Empire continued to fight, thousands would die to needless bloodshed. It wouldn’t be until the peace accords that would set the foundation for the third Empire that Laancris would see the rise of the House Lod once more. Living their last five generations in almost complete exile, in the year 846.2E, the House of Lod made its move on the ancient Galaryn capital of Galarhelm. An ancient fortress that had been standing for almost two thousand year, the House of Lod used ancient manuscripts preserved from the time of its construction to infiltrate and oust the rulers of the city and claim it for their own. Almost overnight, the world would change again as the Third Galaryn Empire with the assistance of the assets of the Houses of Lod and Shyrrn, would wage open war on their ancient enemies in Do, Kyn-Kir, Sol-Kovol, and Haga’Rol.
The Empire now stands to make a massive power grab in the North given the chance, the small parcel of untamed and unclaimed wilderness to the East Lake Kalyn could serve as the new focal point for Imperial colonization and eventual annexation of the surrounding areas. Gifted with a strong trade agreement with the Fae and the Unter and general acceptance amongst its current member states, the Third Galaryn Empire stands to have a decent hope of regaining the lost glory of its first iteration, if not more.Ancient allies to the House of Lod and the Protectors of the Sacred Isle of Kol, Shyrrn clanmates have long since been known for their formidable combat prowess and having fought long and hard against enemies such as Do, Miran, Kyn-Kir, and Haga-Rol, they feature a highly-militarized state similar to Earth’s own Fascist governments. Speaking out against the ruling House (Shyrrn) is considered forbidden and an act of Treason leading to a highly zealous, if not paranoid, culture behind the Shyrrn militancy.Now considered a proxy state for the Third Empire, it is well-known that members of the House of Lod seized the ancient Galaryn Capital and made it their own many years ago. The House of Shyrrn firmly planted as allies to its north, the House of Lod takes part in politicking with the other great kingdoms and leaders of the realm of Laancris, maneuvering its way deftly into may peace talks and gaining constant exposure throughout the world, in spite of its generally removed location.Kovol is a large open land, filled with tribes of wandering Hyl and Human alike, it is a dangerous place to live. The advent of mass immigration of predatory animals following the hordes of cattle and rish from the north have forced many of the local tribes to begin hunting for newer and safer lands to the west.The ancient kingdom of Do is a well-known name among the people of Laancris, sporting the Gilden Banner, the people of Do are highly commercial and consumerist. Industry within Do, constantly fueled by wars between its neighbors and their enemies and Doish conflicts with the Galaryn Empire have brought their wealth to new heights. The tyrant of Do, a man whom seized control in a mad-grab for power at the Black Meet years ago, is an enigmatic figure of which little is known.Power and the ocean, two words which every Miranese citizen learns to understand entirely from birth, Miran features one of the most powerful navies in the world, being able to even fend off the horde-like fleets of the Empire to its north and the Houses to the south. It is highly mercantile and militarized, featuring as much death and bloodshed in its wake as it offers gold before it. The government of Miran is often considered to be one of the most corrupt, those in public positions of power use it to spoil their favored businesses with thousands of gold pieces in subsidy and gifts. Even the military of Miran features a large number of mercenary units which fight for Miran for bounty and have been known to wipe out entire villages to ensure a victory over a foe.Ancient homeland of the House of Lod, Kol is the protectorate of the Houses of Lod, Shyrrn, and the Third Empire. It features some of the oldest known Imperial structures left from the First Empire over a thousand years ago and yet, constant raids on its shores have kept many from living long enough to determine what the hundreds of thousands of runes -carved into the ancient stonework- mean. A small nation both in land and population, the Isle of Kol is run by the House of Lod and its clans beneath it.The sister nation to Miran in both name and in purpose, this highly mercantile island is one of the few nations in the world that has no quarrel with anyone and has maintained a degree of peace in recent years. Maintaining constant trade routes between the North and South coast countries, the traders of Mirin are among the most learned of merchants in the world and their culture is one of the most acceptant of the Unter, Hyl, and Fae among the ranks of Humans.An ancient land of hills and mountains, there is only one settlement on this island which acts as a retreat for the House of Lod and their final resting place as it houses the family catacombs. There is no war in these tranquil lands, at least not yet.Homeland of the Fae, not much more is known except this. It is protected by exceptionally powerful wards along all of its border and the failure of thousands to pierce any place within the wards has been noted, but the occasional stray does slip through.
A veritable treasure trove of ancient ruins and lost cities, the green grasslands and rolling hills of the Riverlands stretch on for miles, the few waterways that cross its verdant patchwork of farmland and wilderness remain relatively unfettered with commercial traffic, most simply electing to use any of the hundreds if not thousands of bridges that work their ways across the waterways that are too deep to generally ford. Home to the vineyards and orchards of Laancris so too does it withhold within the hills ancient ruins marked with runes far more ancient than either the Fae, or the Unter, can remember.House Ran-Kov’Rok is an ancient place filled with occult worship and ruins from before the time of Humanity. A primarily reclusive Human nation, it is known that the citizenship of the nation of Ran-Kov’Rok are subject to heavily authoritarian rule beneath the Council of Nine, a group of elders from among the Nine Ruling Houses of the land of Ran-Kov’Rok.A densely populated and fertile expanse, farmland fills the eyes for miles around at the heart of the massive state with the large forest to the south providing apt industry for lumber and hunting and fishing. Sporting a well-trained military, the forces of Acresia have long since been lauded for their incredible discipline and near fanatical zeal for war in spite of living in one of the most peaceful places in the world, leading constant preemptive raids on nomad tribes in Kovol to prevent the raiding of Acresian lands.The farmlands of Larain have long since been known to also house some of the world’s most notable vineyards and likewise the best wine. While having maintained a generally low profile across the world, constant raids from Kovol have decimated many of its smaller villages leaving its vital infrastructure weak and unsupported in recent times. Poverty rips across the once rich nation and fighting breaks out often among the masses within the cities at a whim.The embarrassment of the Hoses of Shyrrn and Lod, Haga’Rol proves to be the toughest nut to crack perhaps in the realm, a small nation under constant attack and sporting one of the smallest armies, their in-depth knowledge of the land and the lay of the area has given the advantage in every battle fought. Sieges often going nowhere, the dense catacomb-network of caves and tunnels in the shore side nation often stretching hundreds of miles inland and rendering traditional means of blockade and besiegement useless.
Home to the foothills of the Wilderness, and the jagged crags of the Ironcrest Mountain Range, the Ironcrests are known for being home to the Unter. Filled with the full extent of their devious machinations and protective wards, the Ironcrests have proved to be a rough place to settle without the permission of the Unter. Nevertheless, Man and Hyl have managed to overcome all odds and now dwell across the Northern stretch of Laancris, in spite of the best efforts of the Unterfulk. Incredibly rich in ores and minerals, the wealth of the Ironcrests can best be said to reflect the wealth of Laancris.The Ironcrest Kingdom is the only place known to have a true king. While the Third Empire is known to be among the most organized of Human states, the Ironcrests have held their power and sovereignty for longer than even the Fae can remember. A refuge and place of sanctuary for the People of the Earth, the armies and the cities of the Unter within the Ironcrest are known for sporting impressive metal contraptions and their constant warfare with the vanguard of The Corruption have given them ample time to prepare and assess the threat that comes from the wildlands to the North.Lands belonging to the Unter, these are the homes to the primary iron and steel refineries in the Realm, the most skilled of Blacksmiths live here and work from the hundreds of smithies and workshops founded throughout the expansive cities in the Ironfields. War with the Tolanese have led to the usage of Ri-Tol Shamalan cities as respites for Nil-Tolan traders and merchants looking to evade capture or detainment by Tolan soldiers and mercenaries along the Southern roads. Constantly warm with a heavy overhang of soot and ash, the ironfields of Ri-Tol Shamal are an impressive sight of both Unter and Human artisanship and handiwork, spewing flames from the almost hundred foot high furnace tops which are kept constantly alight with a source of coal brought in from the mountains to the North.The plains of the Unter-folk, Ri-Kari Shamal is an expansive land of many races, with the smithies of the Unter working alongside the jewelers of Humanity and the Fae and the powerful and warlike demi-Humans of the Hyl, it is the richest area in the realm. Lacking a true army, its strength is its commercial ability to cripple nations at will and provide their enemies with all of the resources needed to crush them. At odds with the Hyl of the Hyl Lands, there has been a shaky agreement between the two since the rediscovery of The Corruption by Hyl scouts and nomadic tribes wandering the Wildlands to the north.
The grandiose and rolling plains and steppes of the Tolan-Iri Valley have led to the creation of a vicious cycle of war and death, the majority of all battlefield deaths in the last thousand years having been inflicted either upon or by the Tolan-Iri. Rivers run red with blood at the sounding of horns and the ground shakes with the thundering of the hooves of the great horse and land drake mounts streaming over the rocky tundras and barren expanses of scrub and short-grass. Were it not for the resilient and meaty rish in the area, most would be unable to make a living and have to leave their luck to the few brave farmers out in the Valley.An ancient superstate, it was formed from the agreement between Iri and the people of the Tolan Wood that attempts to maintain order over the area would be nigh impossible. Iri, weakened at the time by fighting with the Second Empire released Tolan to its own whims and as a result the ruling family came to power, the House Tolan (aptly named) which now lies in control of one of the largest nations of Humans in the World.Once the northern section of Tolan, it gained independence in the Tolan Civil War and managed to hold its own against the forces of the Tolan en masse, using superior tactics, leadership, and knowledge of the land to carry out a long war of attrition through guerilla warfare. Constant fighting and sporadic seizure of cargo and cities along the borders with Tolan have kept Nil-Tol in a state of near-constant aggression since its founding over two hundred years.Split by the Iriite Civil War a generation ago, both nations still feature broken cities and destroyed infrastructure along the borders, massively impacting the effectiveness of their own economic output in having to try and bolster those lands while carrying on the occasional odd skirmish with raiding parties from Tolan or the Hyl Lands. Featuring the warring family of Iri, there has been much division since the death of the senior leader of the House of Iri as the successor was not named of the two twins until after the patriarch had already died. Chaos and darkness now spread like wildfire as agents of The Corruption are said to be in the area.A land of massive bluffs and forests, the Hyl-folk are powerful beast-like demi-humans of a great variety. The Hyl Lands have the highest population in the world, with almost half of a million individuals being present. The armies and nomadic raiders of the Hyl and Humanity have long since harassed their neighbors in all directions and now face attack from The Corruption which has spurned their newfound alliance with the Unter. Featuring a do-or-die mentality, the fearless members of the Hyl are world-known for their powerful minds, bodies, and hearts.Site of the Fae-Human Covenant, this ancient land is named in the old tongue for ‘The Promise of Galaryn (Shogoth as was his given name by the Ilva, or Fae). It is one of the most diverse nations in terms of not only wealth, but also race and purpose. It is known to be the jewel of Laancris in spite of recent disputes with Iri and the Hyl Lands and the Ilva regularly send envoys to report to the Council of Viras Mal-Shogoth. Suffering from some poverty, the people of Viras Mal-Shogoth are hardy and happy, drinking being one of the great past-times and beer being one of the most notable exports from this beautiful agrarian nation.
Covered in lakes and rivers and an almost constant shroud of fog and mists, the lands of the Nilreach are as mysterious and foreign as the Wilderness itself. Fortresses built long ago as a means of protecting the few settlers once present stand abandoned to time and hardship. Of the few settlements and cities that remain, their sole purpose for existence is the combating of The Corruption, challenging other nations, and attempting to stand guard against the ancient threat to the East that supposedly once drove Humanity from its homeland far on the other side of the planet.The Kingdom of Intun is actual no more than a group of gathered Human Nomads whom finally settled down within the last hundred years. Under constant attack from their neighbors in the Irikat forest and the Hyl Lands, Intun has garnered itself a powerful reputation as being a place for strength and defense. Featuring the Steel Glove as its national symbol, the ruling House of Varner rules with a similarly iron fist. Potential for spies is rooted out with notably archaic, but still effective methods while the armies and slaves of Intun work day and night to build the Wall of Varner, a massive construct to be built along the border of the Wildlands and Intun and hopefully to soon one day enclose the entire nation.The forest state of Irikat is hardly anything more than a collection of Faefulk villages far from the Ilva. Living as renegades and rebels, hiding from the long-arm of the Ilvan Legal System, the Irikat have only recently become recognized as a nation within the last ten years, the ruler being an ancient Fae Meister named Li-Vao.The nation of Vagan is one of the more capable of the Northern nations, reflecting the Houses of Lod and Shyrrn to the south as it has been in constant conflict with its neighbors and The Corruption for the last few years. It is unknown why they fight or even exist, but what is known is that this nation is highly isolationist, few ever being allowed to enter deep into the nation for unknown reasons. Protected from attempted invasion on all sides by the Jirol Wood, the Vaganese are known for being incredibly potent marksmen and fighters.Age old enemies to the isolationist Vaganese, they are among the foremost recognized military states in the world in spite of the recent bouts with poverty they’ve been forced to deal with. The ruling house of Mishre (The House Mishre itself), has great personal wealth in the form of massive herds of cattle and rish which they yearly run down the coastline to the Third Empire’s expansive trade cities and networks where the money works its way back eventually to their coffers. Subsidizing their military with their own personal funds, the Mishre supposedly know what lies within the secretive nation of Vagan, but refuse to say what it is for fear of attracting the attention of competitors.Moreover an expanse of near-barren swamp and marshland along dense forests and rocky fields and plains, the Northwatch is a cold and dreary place to most, with the primary industry being the army and fishing. Sporting one of the largest militaries in the realm, they often move to fight with the forces of The Corruption, never being attacked strangely enough by the Vaganese or House Mishre. In recent years, the population and trade output has begun to falter as agents of The Corruption are thought to have infiltrated the government to one of the highest orders.The Lakeside Human nation of Kalyn is a small and weak nation, but surprisingly enough it is generally left alone in spite of its neighbor’s seemingly intense warlike intentions. Rumors of agents of the Corruption existing there are nil and while many enter its borders, fewer seem to be leaving every day. It is unknown whom rules Kalyn, only that they do indeed rule. The armies of the Kalyn are small, but professional and generally act as police forces within the small cities of Kalyn. It is unknown if they will rise and fight The Corruption when the time comes due their secretive nature.
What are Palatinus?
Palatinus are the official name for Paladins, or warriors of the Realm of Laancris. Paladins have generally proven themselves to be powerful, cunning, talented warriors with an affinity for magic. Usually, the title of Paladin is given to Humans, but it has also been known to carry over to exceptional Unter, Hyl, and/or Fae.
Do I have to wear big armor?
No, not all fighters will choose to use great big armor plates like you picture a Paladin would. Paladin here is just the title used to denote players and significant NPC’s of notable combat prowess.
Can I be a ninja?
Well, you’d be considered a Paladin still, but sure. If you feel you can create a believable character that would have been selected to fight The Corruption, then by all means go on ahead. All Paladins are different and there is no recommended or set play style. They are the heroes and champions of their homelands.
What is The Corruption?
A great unspeakable darkness which plagues the land of Laancris, though texts and tomes on the subject do not delve into it much deeper than that. Whatever it is, it’s enough to get the Unter the Hyl to work together.
Can two people be from the same homeland?
Sure, there’s no rules against it, in fact, I should probably make some rules eventually…
Where are the Dwarves?
Dwarves are the Unter, in the world of Laancris they’re actually tall as Humans, but built much more sturdily and they generally feature the pale skin of someone whom has never seen sunlight. Their teeth are generally massive too.
So Fae are the Elves?
Not exactly. The term ‘Fae’ denotes a large and widespread variety of Faery-type creatures and beings including, but not limited to, Elves, Gnomes, Druids, Centaurs, Treants, and much more. The Fae generally use Elves because these look the most Human and the Elves have also been the defacto race in charge of the Fae since time immemorial.
What are the Hyl?
The Hyl are part-beast, part-Fae. They basically are humanoid beings with animal-like features.
So the Hyl are Furries?
No, hardly. The term demi-human denotes a primarily human appearance, such as kemonomimi. They generally have animal-like tails, ears, teeth, and eyes. They are fast, strong, and smart and have been the foil to the nomadic Humans in their lands since their first meetings. For references, think Holo, Ahri, and other characters of the sort.
Can my character be a noble?
Well, typically nobles had the best schooling in medieval times when it came to fighting, I don’t see why they wouldn’t now and I especially don’t know why a nation wouldn’t send a noble to serve as one of the Palatinus.
Can my character use magic?
Yes and no. Magic, in this world, is not natural for Humans to use. Additionally, young Fae, Unter, and Hyl have difficulty using it effectively. The Order of the Palatinus was developed for those capable of fighting The Corruption to learn to wield and harness the near limitless power of magic while they were young and able.
Can my character be old?
While this is moreover an RP geared at introducing younger characters and heroes, Laancris has a great many older and skilled swordsman and fighters out there that most certainly could have been chosen to join the ranks of the Palatinus, but at the cost of learning the combat magic that will specifically help them in fighting the Corruption.
Can my character be really young?
Well, about the age of sixteen is generally when someone would begin fighting in the militaries and the armies of Laancris and the medieval times of our world. Anyone around 20-30 years old would certainly be an outlier, even though my own main character in this will be in that age range. I’d recommend not making anyone too young so as to leave them weak and open to damage or The Corruption.
How much of this campaign and the world will you be pulling out of your ass as we play?
Probably a lot. More than most for sure, but that’s the way of RPing, and besides, it helps to just build the world as you go along. Makes the whole experience far more entertaining, dynamic, and exciting.
What are the nation parallels?
Well, the places denoted as having Houses are more Asiatic in origin, the Nomadic humans of the North are more African or Middle Eastern, and everywhere else is just a European clusterfuck. Think High Fantasy as usual and you should do fine.
Are there dra-
Sh-shshshshshshsh. Only dreams now. Let’s get on with the rules and applications. Time for more questions will be later.
Pull the Application code from here:
- Code: Select all
[size=115][align=center][b]Palatinus- The Order of Heroes[/b][/align][/size]
[align=center][I][size=110]Character Application[/size][/I][/align]
[b][size=105]Nation Name[/size][/b]:
[b][size=105]Character Name[/size][/b]:
[b][size=105]Gender[/size][/b]:
[b][size=105]Age[/size][/b]:
[b][size=105]Race[/size][/b]:
[b][size=105]Nationality[/size][/b]:
[b][size=105]Social Status[/size][/b]:
[b][size=105]Weapons and Techniques[/size][/b]:
[b][size=105]Description[/size][/b]:
[b][size=105]Short Bio[/size][/b]:
[b][size=105]Backstory[/size][/b]:
[b][size=105]Roleplay Example[/size][/b]:
[b][size=105]ID Code[/size][/b]: PALATINUS 96
Zarkenis Ultima wrote:Tristan noticed footsteps behind him and looked there, only to see Eric approaching and then pointing his sword at the girl. He just blinked a few times at this before speaking.
"Put that down, Mr. Eric." He said. "She's obviously not a chicken."
by Imperial Idaho » Sun Jan 22, 2017 6:32 pm
I'm from the land of Coeur D'alene Idaho.
By Ballot or by Bullet, the Pub Party will win. The Pub Legacy Edition.Ifreann wrote:The Romans placated the people with panem et circenses, bread and circuses. We will placate our people with dank space weed and hyper-HD vidya.Tysoania wrote:You remind me of a mobster who gets things cleared out of the way.
Next up on the Sopranos...
Imperial "Slick" Idaho, the fixer.Bralia wrote:Oh my fucking god. Do it again, guys, you both chose the number 7.
by Kassaran » Sun Jan 22, 2017 6:37 pm
Zarkenis Ultima wrote:Tristan noticed footsteps behind him and looked there, only to see Eric approaching and then pointing his sword at the girl. He just blinked a few times at this before speaking.
"Put that down, Mr. Eric." He said. "She's obviously not a chicken."
by Ontorisa » Sun Jan 22, 2017 7:42 pm
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