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PostPosted: Tue Jan 16, 2018 8:53 pm
by Dragos Bee
Oh, my god. The Suthkar-Khal Kingdom is larger than I expected. Not to mention that the northern mountains were important to one stage of my history (namely the part involving the aftermath of Sophiapolis' first razing).

PostPosted: Wed Jan 17, 2018 11:10 am
by Tysklandia
Iniki Nyai Tona

The Basilea of the Eldest God

Huline Confederacy

The Orderlands of Röken

Torusaic Diaspora

United Goblin Clans of Vilkų Miška

All seem good. Same disclaimer applies that APP population and military may be nerfed in size, if neccesary at a later date (Looking at you, crazy Cat people).

Somewhat difficult to make a balanced descisions about races made to be weaker in a fight, but then have a ton on forest/ambush bonuses to equalize their combat capacity.

PostPosted: Wed Jan 17, 2018 11:16 am
by Osnil Returns
Are there any specifics of magic? Anything specific to know when choosing races involved? Because I have had some ideas from an old failed RP that never got off the ground. Are we only allowed one faction or can we use two?

PostPosted: Wed Jan 17, 2018 11:30 am
by Spindle
Osnil Returns wrote:Are there any specifics of magic? Anything specific to know when choosing races involved? Because I have had some ideas from an old failed RP that never got off the ground. Are we only allowed one faction or can we use two?


Magic seems fairly vague but is generally D&D-ian and quite rare, go wild with races as long as it's not an instant-win and you could probably go for two factions as long as it's not for obvious cheesing. And hello and welcome!

(Having said that, I am not OP. I may/will be wrong.)

PostPosted: Wed Jan 17, 2018 11:34 am
by Tysklandia
Spindle wrote:
Osnil Returns wrote:Are there any specifics of magic? Anything specific to know when choosing races involved? Because I have had some ideas from an old failed RP that never got off the ground. Are we only allowed one faction or can we use two?


Magic seems fairly vague but is generally D&D-ian and quite rare, go wild with races as long as it's not an instant-win and you could probably go for two factions as long as it's not for obvious cheesing. And hello and welcome!

(Having said that, I am not OP. I may/will be wrong.)


Spindle has a good grip on what I have in mind. I have a few basic guidelines up, but I don't want to enforce too much.
Their is a history up and running and magic is mostly nerfed in the numbers of spellcasters and not something too insane.
To avoid archmages capable of burning entire cities and such, or armies of mages blazing fire and whatnot.

Largely If war occurs, I want to keep a warhammer/Lord of the Rings style feel, that somewhat dissapates if too many epic mage casters are about. But necromancy, fireballs, clerics and paladins can be a thing if desired.

PostPosted: Wed Jan 17, 2018 11:47 am
by Osnil Returns
Tysklandia wrote:
Spindle wrote:
Magic seems fairly vague but is generally D&D-ian and quite rare, go wild with races as long as it's not an instant-win and you could probably go for two factions as long as it's not for obvious cheesing. And hello and welcome!

(Having said that, I am not OP. I may/will be wrong.)


Spindle has a good grip on what I have in mind. I have a few basic guidelines up, but I don't want to enforce too much.
Their is a history up and running and magic is mostly nerfed in the numbers of spellcasters and not something too insane.
To avoid archmages capable of burning entire cities and such, or armies of mages blazing fire and whatnot.

Largely If war occurs, I want to keep a warhammer/Lord of the Rings style feel, that somewhat dissapates if too many epic mage casters are about. But necromancy, fireballs, clerics and paladins can be a thing if desired.

Okay. I guess I'll have to try a different idea then. My original idea was to organize a faction of magic-users that caused the fall of a Dark Ages Catholic-based magic hierarchy, but since you want magic to be rare, I will have to work something else out.

So, minor question, is an entire area controlled by a Necromancer okay?

PostPosted: Wed Jan 17, 2018 11:57 am
by Spindle
Osnil Returns wrote:
Tysklandia wrote:Spindle has a good grip on what I have in mind. I have a few basic guidelines up, but I don't want to enforce too much.
Their is a history up and running and magic is mostly nerfed in the numbers of spellcasters and not something too insane.
To avoid archmages capable of burning entire cities and such, or armies of mages blazing fire and whatnot.

Largely If war occurs, I want to keep a warhammer/Lord of the Rings style feel, that somewhat dissapates if too many epic mage casters are about. But necromancy, fireballs, clerics and paladins can be a thing if desired.

Okay. I guess I'll have to try a different idea then. My original idea was to organize a faction of magic-users that caused the fall of a Dark Ages Catholic-based magic hierarchy, but since you want magic to be rare, I will have to work something else out.

So, minor question, is an entire area controlled by a Necromancer okay?


Honestly, the first idea might be workable depending on how you want to organise it: you could probably have a few score mages if you wanted to have everything revolve around them. I think, anyway.

If OP does shoot that down though, would you want a necromancer with primarily living vassals or just an entire region of undead? Either way could probably be worked, I'm just interested personally.

PostPosted: Wed Jan 17, 2018 12:34 pm
by Albertae
I have two ideas in mind. Either a Nordic race of humans led by a warrior tradition intending to secure their honor and fight for their homeland or a group of four adventurers who all have separate goals, however all united under one common goal of restoring the Empire. Are either of these reasonable?

Idea #1: A race of Nordic humans who have achieved civilization and the ability to rise to a level in which they would be a possible challenger in the new age. They are led by a young warrior-king who has yet to prove himself. He will lead his people in an attempt to restore the honor and tradition of his homeland and secure it.

Idea #2: A group of four adventures came together 45 years ago, all with different ambitions, all having grown up in the same town, all with the goal to restore the Empire to it's former glory. A young soldier, a mage, an impressionable tactician and a shrewd genius with a fine sense of intrigue make up this group. Now in their middle age, they have had the chance to hone their skills and gather a considerable wealth of knowledge and wisdom. They will use the trust placed upon them by the region they adventured in for decades to unite the region as the New Empire.

PostPosted: Wed Jan 17, 2018 1:02 pm
by Osnil Returns
Spindle wrote:
Osnil Returns wrote:Okay. I guess I'll have to try a different idea then. My original idea was to organize a faction of magic-users that caused the fall of a Dark Ages Catholic-based magic hierarchy, but since you want magic to be rare, I will have to work something else out.

So, minor question, is an entire area controlled by a Necromancer okay?


Honestly, the first idea might be workable depending on how you want to organise it: you could probably have a few score mages if you wanted to have everything revolve around them. I think, anyway.

If OP does shoot that down though, would you want a necromancer with primarily living vassals or just an entire region of undead? Either way could probably be worked, I'm just interested personally.

The Necromancer thing would be a mixture of both. THe Necromancer would be more like Doctor Doom in the fact that she is well-loved by the civilians of her area, but despised by the rest of the world.

PostPosted: Wed Jan 17, 2018 1:35 pm
by Darksworth
Changed my location, I'd be playing that edgy/emo nation in the corners of the world for now, is that okay Tysk?

If you want to ring me up, for dinner or war, you'll need to go through some wastelands filled with killer Birds, scary dogs and Australian Spiders. Tata!

PostPosted: Wed Jan 17, 2018 2:48 pm
by Spindle
Darksworth wrote:Changed my location, I'd be playing that edgy/emo nation in the corners of the world for now, is that okay Tysk?

If you want to ring me up, for dinner or war, you'll need to go through some wastelands filled with killer Birds, scary dogs and Australian Spiders. Tata!


Y'know, I suspect you're not gonna get many visitors...

Osnil Returns wrote:
Spindle wrote:Honestly, the first idea might be workable depending on how you want to organise it: you could probably have a few score mages if you wanted to have everything revolve around them. I think, anyway.

If OP does shoot that down though, would you want a necromancer with primarily living vassals or just an entire region of undead? Either way could probably be worked, I'm just interested personally.

The Necromancer thing would be a mixture of both. THe Necromancer would be more like Doctor Doom in the fact that she is well-loved by the civilians of her area, but despised by the rest of the world.


That'd be interesting. Would it be one of those where the dead make up the "underclass" and the living the "upper-class", then?

PostPosted: Wed Jan 17, 2018 3:05 pm
by Tysklandia
:lol:
Spindle wrote:
Darksworth wrote:Changed my location, I'd be playing that edgy/emo nation in the corners of the world for now, is that okay Tysk?

If you want to ring me up, for dinner or war, you'll need to go through some wastelands filled with killer Birds, scary dogs and Australian Spiders. Tata!


Y'know, I suspect you're not gonna get many visitors...

Osnil Returns wrote:The Necromancer thing would be a mixture of both. THe Necromancer would be more like Doctor Doom in the fact that she is well-loved by the civilians of her area, but despised by the rest of the world.


That'd be interesting. Would it be one of those where the dead make up the "underclass" and the living the "upper-class", then?


An undead civilisation could be interesting. You can APP as that. And I can see then if it is okay. Undead civilisations tend to hide a lot of power creep (atleast the ones I have seen in NS) but if done okay, then it will be fine.

PostPosted: Wed Jan 17, 2018 3:31 pm
by Nuxipal
Darksworth wrote:Changed my location, I'd be playing that edgy/emo nation in the corners of the world for now, is that okay Tysk?

If you want to ring me up, for dinner or war, you'll need to go through some wastelands filled with killer Birds, scary dogs and Australian Spiders. Tata!


Oh good, at least its not my corner of the world you are speaking of.

PostPosted: Wed Jan 17, 2018 4:33 pm
by Albertae
Anyone care to comment on my ideas?

PostPosted: Wed Jan 17, 2018 4:40 pm
by Tysklandia
Albertae wrote:I have two ideas in mind. Either a Nordic race of humans led by a warrior tradition intending to secure their honor and fight for their homeland or a group of four adventurers who all have separate goals, however all united under one common goal of restoring the Empire. Are either of these reasonable?

Idea #1: A race of Nordic humans who have achieved civilization and the ability to rise to a level in which they would be a possible challenger in the new age. They are led by a young warrior-king who has yet to prove himself. He will lead his people in an attempt to restore the honor and tradition of his homeland and secure it.

Idea #2: A group of four adventures came together 45 years ago, all with different ambitions, all having grown up in the same town, all with the goal to restore the Empire to it's former glory. A young soldier, a mage, an impressionable tactician and a shrewd genius with a fine sense of intrigue make up this group. Now in their middle age, they have had the chance to hone their skills and gather a considerable wealth of knowledge and wisdom. They will use the trust placed upon them by the region they adventured in for decades to unite the region as the New Empire.


Both ideas are sound. You can do both as far as I am concerned. The Viking tactics can be strengthend by the blessings of a young god or warbeasts and whatnot

PostPosted: Wed Jan 17, 2018 4:46 pm
by Albertae
Tysklandia wrote:
Albertae wrote:I have two ideas in mind. Either a Nordic race of humans led by a warrior tradition intending to secure their honor and fight for their homeland or a group of four adventurers who all have separate goals, however all united under one common goal of restoring the Empire. Are either of these reasonable?

Idea #1: A race of Nordic humans who have achieved civilization and the ability to rise to a level in which they would be a possible challenger in the new age. They are led by a young warrior-king who has yet to prove himself. He will lead his people in an attempt to restore the honor and tradition of his homeland and secure it.

Idea #2: A group of four adventures came together 45 years ago, all with different ambitions, all having grown up in the same town, all with the goal to restore the Empire to it's former glory. A young soldier, a mage, an impressionable tactician and a shrewd genius with a fine sense of intrigue make up this group. Now in their middle age, they have had the chance to hone their skills and gather a considerable wealth of knowledge and wisdom. They will use the trust placed upon them by the region they adventured in for decades to unite the region as the New Empire.


Both ideas are sound. You can do both as far as I am concerned. The Viking tactics can be strengthend by the blessings of a young god or warbeasts and whatnot


Alright sounds good, I think I'll be going with the first idea then. I'll app for it later. For now, I guess I'll just reserve my idea.

PostPosted: Wed Jan 17, 2018 4:51 pm
by Dragos Bee
Albertae wrote:
Tysklandia wrote:
Both ideas are sound. You can do both as far as I am concerned. The Viking tactics can be strengthend by the blessings of a young god or warbeasts and whatnot


Alright sounds good, I think I'll be going with the first idea then. I'll app for it later. For now, I guess I'll just reserve my idea.


I also like the second; if I'm permitted to say such.

PostPosted: Wed Jan 17, 2018 4:53 pm
by Dragos Bee
@Hallimas Islands? Can we talk about Shared History together? Our territories overlap a lot.

PostPosted: Wed Jan 17, 2018 5:19 pm
by Albertae
Dragos Bee wrote:
Albertae wrote:
Alright sounds good, I think I'll be going with the first idea then. I'll app for it later. For now, I guess I'll just reserve my idea.


I also like the second; if I'm permitted to say such.


Well, I would like to go with the idea with which will gain me the best experience. Which do you think would fulfill that?

PostPosted: Wed Jan 17, 2018 5:34 pm
by Osnil Returns
Tysklandia wrote::lol:
Spindle wrote:
Y'know, I suspect you're not gonna get many visitors...



That'd be interesting. Would it be one of those where the dead make up the "underclass" and the living the "upper-class", then?


An undead civilisation could be interesting. You can APP as that. And I can see then if it is okay. Undead civilisations tend to hide a lot of power creep (atleast the ones I have seen in NS) but if done okay, then it will be fine.

The skeletons would be the only ones that have a lot of power; they should be taken down by things that are environmentally based or impact-based.
For instance, stabbing with a sword wouldn't be as effective as using an arrow that is on fire or using a warhammer. I'd make these guys more of a very small elite force and use more undead corpses, ghosts, and Ghouls for the brunt of the force.

PostPosted: Wed Jan 17, 2018 5:42 pm
by Dragos Bee
Albertae wrote:
Dragos Bee wrote:
I also like the second; if I'm permitted to say such.


Well, I would like to go with the idea with which will gain me the best experience. Which do you think would fulfill that?


You're a newbie? If so, go with the Nordics, then.

PostPosted: Wed Jan 17, 2018 7:10 pm
by New Romastia
Name of Faction:
The Union of Dwarven Jarldoms.
Ruler:
High King Thorvald Hroaldsson
Description of Government:
Feudal system(except its harder to rebel, its considered dis-honorable), High King is elected by jarls based on leadership skills and military prowess.
Government Type:
Feudal Monarchy
Sigil/Emblem:
https://imgur.com/a/agZGh
Population:
5,000,000(approximately)
Military number :
50,000(Can raise many in reserve if needed, tis a warrior society).
Military outline :
Longboats, Berserkers(Very Elite Viking troops, but there are very few), Viking Footmen(Including Swordsmen, Axemen, Axe Throwers, Longbowmen(Crossbowmen if available), Spearmen, and Pikemen).
(General listing of the types of troops involved. If large, please put in spoiler)
Languages:
Imperial, Dwarven(All dialects of Dwarven, including their own)
(For simplicities sake, all nations have at least basic knowledge of the Imperial language spoken primarily by humans.)
History:
Originated in the mountains, nobody exactly knows how they have truly gotten the mountain-blood that they have. One legend states that the god of war and honor had punished them to a life of pain and suffering as they would have been trapped in stone prisons unless they defeated him in a duel. Their greatest warriors had been defeated and, mid-transformation, one of the warriors defeated the god of war but while he was not ready. As punishment, they were to stay with their mountain-blood(skin colored gray and can act as a natural armor, though it will not protect as well as actual armor) for the rest of their people's life. The warrior, Dunham Mountainborne is a legendary warrior who was a hero to their people but he cost honor to save them, showing that you may need to do dishonorable things to save the people you love. After this, the peoples of Mountain-Blood began consolidating into small warring states led by Jarls. But 50 years ago had been both militarily and diplomatically by Dunham's son, Tolrief Mountainborne. Though his military prowess surpasses many, he was criticised for his use of diplomacy before honorable combat, and he was dethroned. To avoid the civil war that the nation was put through again, the jarls set up a Feudal Monarchy where the king was elected by the Jarls. Though they do believe combat is honorable is destroyed entire cities and, most importantly for the Mountain-Blood, nearly depleted the Jarls coffers. With the first election finished 4 years after Tolrief was deposed, Thorald Hroaldsson has been elected high king. He was 100% qualified for the job by his extensive experience as a major rebel general, he is also credited with the winnings of many battles that they were thought to have lost. He was the commander that held the city of Djúprdalr for 3 months against the enemy siege, who was also twice the size army as the garrison forces. It was predicted he would've won the king's election even before he had entered as a candidate. 2 years after his election it is present time. How will Thorvald lead his men towards victory? Or will he lead this great nation into the dust?
Religion:
(Leave empty for now)
Races:
Mountain-Blood Dwarves
(If not human, at least a vague description is advised.):
Capital City:
Koellskyr
Land Controlled:
https://imgur.com/a/9MvHd
(Can be filled in after map is live)
Allies: None(For right now)
Enemies: Orcs(Had raided them during the civil war).
(Historical enemies and allies story-wise, per example the humans are considered the enemy because of the actions of the empire, etc, etc)

PostPosted: Wed Jan 17, 2018 7:11 pm
by New Romastia
Time for VIKING DWARVES

PostPosted: Wed Jan 17, 2018 7:17 pm
by Nuxipal
New Romastia wrote:Time for VIKING DWARVES


My one question.. what are the Desert Dwarves doing living in a island/forest area in such numbers?

PostPosted: Wed Jan 17, 2018 7:37 pm
by New Romastia
WAIT STONESKIN ALREADY EXISTS. I based is off a DnD spell though, and they come from the mountains :(

I GOT IT! MOUNTAIN DWARVES