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After World, A.H. Fantasy (SEMI-Open/OOC/Sign Ups)

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TriStates
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Founded: Apr 24, 2012
Ex-Nation

After World, A.H. Fantasy (SEMI-Open/OOC/Sign Ups)

Postby TriStates » Thu Aug 06, 2015 12:55 am

A Medieval Take On The Second World War
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"To every man upon this earth, Death cometh soon or late. And how can man die better
Than facing fearful odds, For the ashes of his fathers, And the temples of his Gods."


After World OST: Main Title




- All credit for cover pictures and imagery used by the OP goes to the artist(s), and all affiliated and related parties concerned.

-This RP offers a fantasy, fictional take on events regarding the Second World War, the Axis and Allied Powers, as well as real and fictitious events and persons in a World War 2 setting. This is a Speculative A.H. Fantasy role play, and artistic license will probs be taken.

- This RP is a combination of open-world and scripted story-telling. You will get to design your characters, but you will work closely with me in doing so in order to fill certain plot roles that are necessary to the story. You will also work closely with each other, in order to ensure that all characters behave believably and accordingly to Lore and IC Events. The actions of your characters will dramatically shape the direction of the story, but the creation of plot for this RP is primarily my responsibility: your characters will choose between the options that I make available, just as real people choose between the options that the world offers them.

- This RP's IC mechanics and OP structure draws a lot of inspiration from Reverend Norv's Likely Lads, Nightkill The Emperor's Elven High as well as Swith's OP Creation Guide. Credit to who where its due.




List of Links:

IC
OOC



Chapter 02: "A World Apart" - Coming Soon!




CO-OPs:
The Starlight
"Our Tolkien Incarnate"
Charmera
(Awesome Title Awaiting)
Brusia
(Awesome Title Awaiting)



The Bare Neccesities

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Salutations, my forum-weary traveler! I'm so glad you've chanced a look into this little old thread. I was in danger of the most serious boredom, till you came calling. But where are my manners? Welcome to Æsir, or as you call it, After World. My name is Aurora, and Aurora I am: A blazing wonder of knowledge and know-how, who will light your way across the pages of this thread, our story. Now, where to begin such a fantastical tale? Perhaps the beginning would be most appropriate.

It was the Month of Ciresaél, what you would call May, when Man made himself known to our Realm. They came from many different tribes. With queer and outlandish names. Many were Aa-merry-kans , Ba-rit-ush, the Jeer-manns, Jaa-pon-iese and the Russ-Aans, and among these, there were others. Some were warriors, some were scholars. All were united beneath the banner of an expedition they called The Argo. Why did they come? What did they find? And what happened after? Well, that would be telling wouldn't it. Now, I'm sure you're full of questions, so let me hand you off to the our threads other two Narrators in the 'Plot' spoiler.
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Ah, just the brigand I wanted to see! Anthos Bohanyons' the name. Fortune's the game. I'm an Elven Rogue. Bastard by birth, Mercenary by profession, and Legendary by choice. I'll take almost any adventure, so long as theres a chance for heavy loot, tasty fare, and fairer ladies. Why her Foxy-ness herself provided the neccesary charge for me to be your ward for a time, and introduce you to the Realms. Now, let us quit beating the bush and get to chewing the fat. Pull up a chair, and fill up a tankard. No need to stand there gawking on my account. Lets begin, shall we?

In the Realm, you'll have the chance to do almost anything and go anywhere, provided you've coin in your pocket and steel in your spine. But before you can adventure in the Realm, you better know something about it. First off, its no small spread. Theres enough sights, sounds, people, and places that you couldn't visit in ten Elf-lives. Don't believe me? We'll you'll just have to take my word for it, my in-cognizant one. But I'll wager you'll spend most of your time in Engalia.

Whats Engalia? Only the best Kingdom this side of the Britannia Isles, ruled by the fair hand of High Queen Terembor, Gods Bless her! But, in the grand scheme of things, 'tis only one of many nations, regions, and continents in this little sphere of a planet we call The Near Realm, or Æsir if you want to be all formal about it. A place geographically similar to your world, but where Man is the Fairy Tale, and Magic is as real as the Drake on my shoulder. In fact all manner of Fantasy race and supernatural creature can be found, whether sought or unsought. But, by the look of my empty flagon, I think I'll make merry and get another. Be at ease though, I shan't leave you on your lonesome. You'll have our part-time Narrator and bumbling Game Master, to keep you company.


* * *


Hey-o P2TM, TriStates here with another special RP offer. In case you're feeling a bit confused, and filled with questions, let me help you out:

This role play is an Alternate History Speculative Fantasy. It details the exploits of the The Argo Expeditionary Force; a coalition group of Axis and Allied soldiers, scientists, and explorers who travel to the parallel Earth of Æsir, through a unexplained phenomena know simply as a "Maelstrom". Large, supernatural, freak storms who act as moving Bermuda Triangles, bridging our Earth to alternative worlds and dimensions.

Of course, you've guessed, the peace settled is not of our nations own accord. In After World, 1942 was the year a series of Maelstroms appeared simultaneously. Seemingly at random, they appeared in nations across the globe. Over, in and under national capitols, metropolitan areas, even battlefields. Out of them, the real enemy came. Monsters, people and creatures that could only be described as fantasy appeared en mass. This day that brought such death, destruction, confusion and mass panic became known mournfully as Arrival Day. This new, unnatural enemy caused a temporary cease fire to be between the major powers embroiled in the Second World War, as each addressed the otherworldly invasion within their own borders.

A few months after Pacification, a joint Russian, British, American, German, and Japanese venture titled Operation Unthinkable was declared the solution. It took the form, of The Argo Expeditionary Force. An elite detachment given the job of entering the quarantine set up around the last, still active, Maelstrom in the heart of Berlin. From there, they were to establish a beach head on whatever is on the other side, so that a more thorough investigation of what lies can be conducted. In the interest of all nations, so that another such incident doesn't happen again.

But Earths Second World War is by no means finished! Its merely postponed, by powers who are barely restraining themselves from being at each others throats. The scene is tense and filled with intrigue between Axis and Allied force members, which can either improve or worsen depending on Your actions. That said, the world of Æsir carries a horde of its own problems, which Argo will become apart of, whether it wants to or not. What follows is the account of Earth and Æsir characters: the events they encounter and those they overcome along the way, in which they explore, discover, forge ties, and fight in a World War very, very different than our own.


* * *
OP is God
  • Obey the OP. My word is Law, Supreme and Final.
  • Obey the CO-OP(s). Their authority is passed only by mine.
  • Respect the ban. Bad things happen to PC's who don’t.
  • Complaints can be sent via TG to the CO-OPs and the OP. A solution will be found and the situation will be handled by us.
  • Follow PT2M Rules & NS site policy. Don't bring the 5-0 down on us.
Don’t Be That Guy
  • Do Not Godmod. Do Not Metagame.
  • Do Not Run My NPC’s.
  • RSVP Before Inactivity. TG Me or a Co-Op before hand and save us all the hassle. Three days absence will leave your characters open to OP/Co-Op control if plot development is required, and will earn you a strike. Five days plus with no explanation will have the player removed from the RP.
  • Etiquette. Be nice, be respectful, be adult, no one has a right to be rude, and don’t let your having fun stop other people from having fun.
When Writing
  • Scribe Quantity with Quality.
  • Length wise, a good 3-4 sentence paragraph satisfies me.
  • One liners are Verboten! Absolutely, expressively, in every way, shape, and form, forbidden.
  • Show some courtesy and pride. Grammar and post proof reading is expected of all players.
Getting Started

Afterworld incorporates a total of 14 Classes, of which 7 are available for Earth characters, and 7 are available for Æsir characters. Starting equipment, or stock load-outs, are determined by two factors: For Earth characters, its your character Class & your character Allegiance. For Æsir characters, its your Class & Race.

Class Grid

  1. Tank
  2. Super Heavy
  3. Healer
  4. Long Range
  5. Close Range
  6. Stealth
  7. Overall Support

Here are the Earth classes:

1. Guardsman
Balanced class between a Super Heavy and a Close Ranger. Starting Main Weapon would be a large-caliber rifle, semi-automatic or bolt-action, or a squad automatic weapon, depending on nationality. Sidearm would be a heavy-caliber pistol or revolver. Lack of a Special Weapon load allows this classes to use that space to carry additional ammo, loot, or armor without move penalty. Acts as the groups quartermaster.

2. Stormtrooper
A buffed Tank. These guys are the ones you call when you need something demolished, but you don't need an Atom bomb. Would be a unique class, in that it carries a Main Weapon along with a Special Heavy Weapon. Starting Main Weapon would be a sub-machine gun , while Special includes but is not limited to: Flamethrowers, Anti-tank Rifles, Rockert launchers, Heavy Machine Guns, or Light Mortars. Specific weapons would depend on nationality.

3. Medic
Quintessential field doctor. Very important and neccesary, as After World uses a Perma-Death system. Would be equipped with a Carbine, Light-caliber Rifle, or Submachine-gun. Choice of pistol as secondary. Perk is that it is the only class that can self-heal major wounds without a Medic. Penalty towards load out is limited carry ability. Would rely on a Tank-class for extra ammo and supplies.

4. Sharpshooter
Sniper and Marksman. Scoped bolt-action or semi-automatic rifles for Main Weapon. Choice of pistol as secondary. Would have the highest perception and ability to recon of the entire group, allowing them to spot and engage the enemy quicker, faster, and farther.

5. Grenadier
Pistol and Shotgun specialist. Would double as the groups demolition man, charged with carrying and arming all anti-personnel and anti-vehicle explosives the group has. Has the biggest close quarters combat damage of any class, and is the most overall explosive destruction. While Storm Troopers can swat Drakes (small dragons) and Knock out tanks, Grenadiers are who you turn to for taking down Bunkers and Castle Walls.

6. Commando
Sneak n' Stab specialists. Part spy, part guerrilla fighter, they have the lowest damage resistance of the classes, but are masters of melee, hand-to-hand combat, and behind the lines destructiveness. Main weapon would be silenced sub-machine gun, and small caliber pistol. Has the class perk of being able to dual wield and carry multiple melee weapons.

7. Political Officer
This classes true potential lies in its strategic value, which is to influence characters with temporary skill boosts, which are important in the D&D inspired action system of After World. Need a 7 in Intelligence to fix that jammed Bazooka? Or perhaps your making diplomacy in a war room or haggling with a trader and your 3 Charm is shit. Your friendly, neighbor hood P.O. here to step in and save your worthless hide!

Unfortunately, this class has a tendency to be overbearing, arrogant and a general jackass. This affects his personal skill set by allotting a mandatory starting of +3 in each category, making him a jack of all trades, master of none. Depending on your nationality, would either be German Gestapo, Russian Commissar, American G-Man, British Agent, or Japanese Kempeitai.

* * *


Here are the Æsir classes:

1. Fighter
A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields. Categorized as a Heavy, its lack of a Special Weapon load allows this classes to use that space to carry additional ammo, loot, or armor without move penalty. Acts as the groups battlefield supply station, Anema carrier and quartermaster during quests.

2. Paladin
Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields. The Paladin supports the front line by acting as its cornerstone in defense, or as its shock and awe in offense, and has many skills to draw aggro. Also has the ability to carry a Special Weapon, along with its main. This can be a blessing for allies and a curse for Paladin players, as most of enemy attacks will be dealt to the Paladins once they arrive on the field.

3. Druid
Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. Druids are proficient with shields, but must use only wooden ones.

4. Mage
Mages are proficient with all simple weapons and Magic school types. Requires Anema They are not proficient with any type of armor or shield. Armor of any type interferes with a sorcerer’s gestures, which can cause his spells with somatic components to fail.

5. Skirmisher
Skirmishers are master of using two weapons, capable of using a weapon in one or both hands. Though it has less HP and defense compared to other classes, it can hold its own in frontal assault defense against all but Tanks and Super Heavy-classes.

6.Rogue
Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with light armor, but not with shields.

7. Bard
A Bard can only wear leather armor and is limited to using short swords, bows and other light weapons or instruments. Must also alot a mandatory +3 in all skill set categories. However, unlike other weapon-based classes, Bards have the unique ability to use Magic through Song. This Magic is less powerful than Mage magic, but tremendously increase their allies' combat prowess without draining their store of Anema.

* * *


Character Plot Roles

In addition to this, there will eventually be certain Character Plot Roles I will required filled for Earth Characters. Preferably, I would like them to be done so by the player. Plot Roles that remain unfilled will have NPC's slotted for them:

The Mole- This character is funneling sensitive information, equipment and developments about Argo to the government she is Allegiance'd too. He/she may be coerced, or acting out of genuine principle and patriotism. In either case, he/she will probably feel at least some guilt about his/her actions. The Watcher is more ready than most to put his/her nation before Argo and her teammates by trying to get her side a monopoly on things found on the other side of the Maelstrom, while trying not to arouse the suspicions of his/her brothers in arms... AMERICAN MOLE TAKEN, ONE OPEN

The Infiltrator - The Infiltrator, like the Mole, has loyalties beyond the A.E.F. But while the Mole's own loyalties are to his own Nation, the Infiltrator's are to a Nation he/she is not Allegiance'd too: spying on Argo on behalf of a different foreign power. Like the Mole, he/she may be coerced, or acting out of genuine principle. He/she may also be ordered to further the other Nations agenda in ways that conflict with Argo's and her own Allegiance objectives: conflicts of loyalties abound... NONE TAKEN, TWO OPEN

The National Commanders - The National Commanders are each in command of their respective nations' forces, but subordinate to the Expedition Commander. It is the duty of the National Commanders to keep their troops in line, and to prevent them from turning against troops from the other nations; while also keeping their soldiers', and their nation's, best interests at heart.

Additionally, the National Commanders effectively serve as Lieutenants to the Expedition Commander, helping to plan attacks, devise strategies, and ensure that their troops obey the Expedition Commander's orders. These characters will have more responsibilities than other characters, and may well face greater moral and ethical dilemmas... AMERICAN, RUSSIAN AND GERMAN TAKEN; JAPANESE, AND BRITISH STILL OPEN

The Idealist - This character is new to soldiering, and new to Argo. Perhaps relatively new to the War in general. He/she is likely to be familiar with the tension with in The Argo Expeditionary Force, but not realizing the extent of each member's independence and and divided loyalities. The rookie will serve in part as an audience surrogate: the Commander of Argo will take him/her under his wing and explain things to him/her, which will also be to the OOC benefit of the other players. - NONE TAKEN, TWO OPEN
* * *
For Earth Characters: Your Class determines your duties and abilities in The Argo Expeditionary Force and affect your fellow player characters. Allegiance is what Earth Nation you have chosen your character to represent in The Argo Expedition. This further influences the types of equipment and loot you have access too, how your character acts and behaves, and determines how other players and NPC's will see you from their perspective.

For Æsir Characters: Your Class determines your Role in The Realm, your place in society, and how players and NPC's will treat you. Race is what physical species you've chosen your character to be in Æsir. It also further influences the types of equipment and loot you have access too, how your character acts and behaves, and determines how other players and NPC's see you from their perspective.

* * *


Allegiance Grid
  • The United States of America - Character receives access to all 1942 American equipment at the start. Additional bonus of +3 skill points to spend for character, but Intelligence penalty of -2
  • The Third Reich - Character receives access to all 1942 German and Occupied Nation equipment at the start. Additional bonuses of +1 to Strength and Perception, but Endurance penalty of -2
  • The United Kingdom- Character receives access to all 1942 British & Commonwealth equipment at the start. Additional bonuses of +1 to Charisma and Intelligence, but -2 penalty in Perception
  • The Union of Soviet Socialist Republics - Character receives access to all 1942 Soviet equipment at the start. Additional bonuses of +1 to Endurance and Agility, but -2 penalty in Luck
  • The Empire of Japan - Character receives access to all 1942 Japanese and Occupied Nation equipment at the start. Additional bonuses of +2 to Agility, but penalty of -1 to Charisma and Intelligence.
*Characters with a unmentioned nationality like Chinese, Australian, Filipino, Czech, etc. must still choose an Allegiance from one of these five nations.

* * *


The Race Grid

  • Elf
  • Dwarf
  • Half-ling
  • Centaur
  • Vampire
  • Ork
  • Lycanthrope
  • Kitsune
  • Tengu
  • Yokai
  • Oni

* * *


The Power Grid

In addition, we use the S.P.E.C.I.A.L attribute system. Minimum Starting of 1 Point to Maximum of 10 Points in any one category. Players start with 22 points that can be allotted at will. The players chosen Class would also influence points to each SPECIAL. I'll be using a simple D20 roll on major events and actions. For minor events and actions, I'll gauge success on skill and class discrimination. The success of a players action in a situation would depend on whether he has the correct skill amount and class for the job.

Strength

Pretty obvious. Would judge the physical, determining how built a character is. Would affect things like carry amount, and hand-to-hand combat. Would also rule on what heavy items, heavy armor, heavy weapons and brute strength actions are available for the character.

1 STR (-3 on all STR rolls)
2 STR (-2 on all STR rolls)
3 STR (-1 on all STR rolls)
4 STR (+1 on all STR rolls)
5 STR (+2 on all STR rolls)
6 STR and so on and so forth.

Plus all the roleplaying bonuses you will get.

Perception - Deals with the Five Senses, influencing ranged combat, ability to spot foes hidden foes, and the characters overall alertness. A player character with higher Perception may notice things in his environment or dialogue that a character with lower Perception would miss out on.

Endurance - Would determine Hit Points, Environment & Poison Resistance. Would also effect Healing Rate and additional Hit Points per Race, Class, and Allegiance.

Charisma - A combination of appearance and allure. A high Charisma is important for characters that want to influence through charm or intimidation. Important for a character who depends on Stealth and Intrigue. Affects everything from market haggling to international diplomacy, allowing a character to talk his way into fortune and out of trouble. Or into it, if this skill is low..

Intelligence - Knowledge, wisdom and the ability to think quickly. Use for puzzle solving, inventing and general McGyvering. Pretains to Magic and Scientific know-how.

Agility - Body coordination and the ability to move well. Influences running, climbing, dodging, hand-to-hand combat, and general stealth. Good for fast, flinty, acrobatic characters.

Luck - Luck primarily affects the chances with the dice of the game: a high Luck increases the likelihood to succeed a roll, while the opposite is also true.

* * *
Operation Unthinkable; A.E.F. Personnel File
*(Fill it out as requested. Do not shift, add, change, or modify the Application format.)*
**(Erase words in parentheses before posting finished app)**

Required Information


Name|Rank|Role:
Luebeck, Heinrich Von|Captain(Hauptmann)|The Idealist

Age|Height|Weight:
35|6' 0" (1.84 m)|164lbs (74.38kgs)

Allegiance|Character Class:
The Third Reich|

Magic Sensitivity:
Tyro-class

D.O.B|Birthplace|Nationality
1905| Konigsberg, Prussia, Germany|German

Sex|Gender:
Male|Heterosexual

Skills

Strength -
Perception -
Endurance -
Charisma -
Intelligence -
Agility -
Luck -

Appearance Image & Description:
Image


Non-Required Information


Past Occupations, Positions, Roles, Ranks and Achievements: (What are past doings and achievements has your character been a part of?)

Equipment: (For players who don't like stock class load-outs. What are you packing? Walking around naked and penniless is not an option. All chosen things must date or pre-date 1942. Be sure to do proper research, match it with your class, and make it appropriate, Put NA or Nothing in category if your not going to use it.)
  • Default Main Weapon & Specials: (Your primary weapon. Never go on patrol without it. Only Stormtroopers get Specials.)
  • Default Sidearm: (Your secondary weapon. Consider your characters class when choosing)
  • Additional Munitions: (Grenades, Explosive's, melee weapons & the like)
  • Uniform Model: (Your characters defaults dress in the field and around town,)
  • Misc. & Other Stuff:(Favorite cigarette brand, record player, personal items, puppies? Whatever you can think of)

Moral Alignment: ( How your character will most likely make a situation work, and how they will react to a situation by trying. Basic DnD alignment grid. While chosen alignment will not rule black and white over choices, it should influence them strongly.)

Biography:(If personality is the lifeblood of your character, this is its heart. A text wall isn't need, but one, two, maybe a few grammatical paragraphs might be nice.)

Personality: (The lifeblood of a character. But since I have faith that one is best created IC'ly, this is optional.)

Likes: (It’s a nice way of boxing in a character, and a good addition for yourself and others.)

Dislikes:( It’s a nice way of boxing in a character, and a good addition for yourself and others.)

Theme Song: Hearts of Iron III - Iron Anthem

Leave This In Your App:
By posting this application, I have made a great app, read the OP, and am not a complete
Image
Earth Character Application
Code: Select all
[u][b]Operation Unthinkable; A.E.F. Personnel File[/b][/u]
*(Fill it out as requested. Do not shift, add, change, or modify the Application format.)*
**(Erase words in parentheses before posting finished app)**

[align=center][b]Required Information[/b][/align]

[b]Name|Rank|Role:[/b]
(The name of your character|The rank requested within The Argo Expeditionary Force|The requested Plot Role you are seeking. Put NA if not seeking any.)

[b]Age|Height|Weight:[/b]
(Age restriction of 18 to 60. Height & Weight should match up each other, and compliment Age.)

[b]Allegiance|Character Class:[/b]
(Major Allied or Axis power character is aligned with. See [i]'Factions' [/i]Spoiler in [b]'The After-verse'[/b] OP Page|Class type requested by you. See [i]'On Characters' [/i]spoiler in [b]'Player Section'[/b] OP Page.)

[b]Magic Sensitivity:[/b]
(Choice of Maven, Adept or Tyro, according to what is stated in the descriptions of each choice. See [i]'Magic, Mages, and Anema'[/i] spoiler in [b]'The After-verse'[/b] OP Page.)

[b]D.O.B|Birthplace|Nationality[/b]
(Date of Birth|City, State/Province and Nation born in|Citizenship of particular Nation)

[b]Sex|Gender:[/b]
(Male or Female)|(Hetero, Bi, Homosexual)

[b]Skills[/b]

Strength -
Perception -
Endurance -
Charisma -
Intelligence -
Agility -
Luck -

[b]Appearance Image & Description:[/b] [align=center][img](place URL here)[/img][/align]
(Straight forward. Gives you and the other players a way to visualize the character.)

[align=center][u]Non-Required Information[/u][/align]

[b]Past Occupations, Positions, Roles, Ranks and Achievements:[/b] (What are past doings and achievements has your character been a part of?)

[b]Equipment:[/b] (For players who don't like stock class load-outs. What are you packing? Walking around naked and penniless is not an option. All chosen things must date or pre-date 1942. Be sure to do proper research, match it with your class, and make it appropriate, Put NA or Nothing in category if your not going to use it.)
[list]
[*]Default Main Weapon & Specials: (Your primary weapon. Never go on patrol without it. Only Stormtroopers get Specials.)
[*]Default Sidearm: (Your secondary weapon. Consider your characters class when choosing)
[*]Additional Munitions: (Grenades, Explosive's, melee weapons & the like)
[*]Uniform Model: (Your characters defaults dress in the field and around town,)
[*]Misc. & Other Stuff:(Favorite cigarette brand, record player, personal items, puppies? Whatever you can think of)[/list]

[b]Moral Alignment:[/b] ( How your character will most likely make a situation work, and how they will react to a situation by trying. Basic DnD alignment grid. While chosen alignment will not rule black and white over choices, it should influence them strongly.)

[b]Biography:[/b](If personality is the lifeblood of your character, this is its heart. A text wall isn't need, but one, two, maybe a few grammatical paragraphs might be nice.)

[b]Personality:[/b] (The lifeblood of a character. But since I have faith that one is best created IC'ly, this is optional.)

[b]Likes:[/b] (It’s a nice way of boxing in a character, and a good addition for yourself and others.)

[b]Dislikes:[/b]( It’s a nice way of boxing in a character, and a good addition for yourself and others.)

[b]Theme Song:[/b] (For those aurally minded, or just dramatic like me, a song is always nice. Gives ambiance and adds atmosphere to your character. Will be added to the After World Official Soundtrack for use in Gamermaster IC Posts)

[b]Leave This In Your App:[/b]
By posting this application, I have made a great app, read the OP, and am not a complete
[img]http://cs13093.vk.me/u4265649/video/l_08482789.jpg[/img]



Æsir Character Application
Code: Select all
[u][b]Thy Letters of Personage & Heraldry[/b][/u]
*(Fill it out as requested. Fill it out as requested. Do not shift, add, change, or modify the Application format)*
**(Erase words in parentheses when finishing app)**

[align=center][b]Required Information[/b][/align]

[b]Name|Official & Social Rank|Role:[/b]
(The name of your character|His rank within his employment, and his rank within society|The requested Plot Role you are seeking. Put NA if not seeking any.)

[b]Physical Age|Actual Age|Height|Weight:[/b]
(No Age restriction as of yet. Height & Weight should match up each other, and compliment Age.)

[b]Race|Character Class:[/b]
(Race is to AEsir Characters, what Allegiance is to Earth characters. Located in the [i]'Races'[/i] Spoiler in [b]'The After-verse'[/b] OP Page See [i]'Factions'[/i]Spoiler in [b]'The After-verse'[/b] OP Page|Class type requested by you. See [i]'On Characters'[/i]spoiler in [b]'Player Section'[/b] OP Page.)

[b]Magic Sensitivity:[/b]
(Choice of Maven, Adept or Tyro class, according to what is stated in the descriptions of each choice. See [i]'Magic, Mages, and Anema'[/i] spoiler in [b]'The After-verse'[/b] OP Page.)

[b]D.O.B|Birthplace|[/b]
(Date of Birth|City, State/Province and Nation born in|

[b]Sex|Gender:[/b]
(Male, Female, or Nuter)|(Hetero, Bi, Homo, Asexual)

[b]Skills:[/b]

Strength -
Perception -
Endurance -
Charisma -
Intelligence -
Agility -
Luck -

[b]Appearance Image & Description:[/b]
[align=center][img](place%20URL%20here)[/img]
[i][size=85](Write Right Here)[/size][/i][/align]
(Straight forward. Gives you and the other players a way to visualize the character.)

[align=center][u]Non-Required Information[/u][/align]

[b]Past Occupations, Positions, Roles, Ranks and Achievements:[/b] (What are past doings and achievements has your character been a part of?)

[b]Equipment:[/b] (For players who don't like stock class load-outs. What are you packing? Walking around naked and penniless is not an option. All chosen things must be Canon. Be sure to do proper research, match it with your class, and make it appropriate. Put NA or Nothing in category if your not going to use it.)
[b]Equipment:[/b] (What are you packing? Walking around naked and penniless is not an option. Things chosen must be reasonable and appropriate per character type.)[list]
[*]Default Main Weapon & Special: (Everyone needs one. Only Super Heavy-classes can carry Specials.)
[*]Default Secondary: (Optional. If nothing, put that.)
[*]Attire: (What does your char usually wear?)
[*]Misc. & Other Stuff:(Anything you can think of)[/list]

[b]Moral Alignment:[/b] ( How your character will most likely make a situation work, and how they will react to a situation by trying. Basic DnD alignment grid. While chosen alignment will not rule black and white over choices, it should influence them strongly.)

[b]Biography:[/b](If personality is the lifeblood of your character, this is its heart. A text wall isn't need, but one, two, maybe a few grammatical paragraphs might be nice.)

[b]Personality:[/b] (The lifeblood of a character. But since I have faith that one is best created IC'ly, this is optional.)

[b]Likes:[/b] (It’s a nice way of boxing in a character, and a good addition for yourself and others.)

[b]Dislikes:[/b]( It’s a nice way of boxing in a character, and a good addition for yourself and others.)

[b]Theme Song:[/b] (For those aurally minded, or just dramatic like me, a song is always nice. Gives ambiance and adds atmosphere to your character. Will be added to the After World Official Soundtrack for use in Gamermaster IC Posts)

[b]Leave This In Your App:[/b]
By posting this application, I have made a great app, read the O,P and am not a complete
[img]http://cs13093.vk.me/u4265649/video/l_08482789.jpg[/img]
Last edited by Ballotonia on Sun Jun 26, 2016 11:37 am, edited 44 times in total.
Reason: Test of editing: Tech problem reported

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TriStates
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Posts: 4695
Founded: Apr 24, 2012
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The Gamemasters & CO-OPs Page

Postby TriStates » Thu Aug 06, 2015 12:56 am

The Gamemaster Section
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~Welcome, to Castle CO-OP~


An Argo Officer's Handbook



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Enter! Ah, you've finally arrived. I am a German Political Officer, and Third Reich liaison to The Argo Expeditionary Force, Johann Mannheim. Thats SS-Hauptsturmführer, or Captain, Mannheim to you.


I'm here to make sure everything is running smoothly, and Alles en Ordnung for the duration of our role play. I'm also here to remind you, and you CO-OPs especially, that you will adhere to the proper rules and regulations. Thats where I come in. Let me tell you a bit of myself. I've been serving the A.E.F. faithfully since I answerd the call to serve the Vaterland.


People, like that Anthos & Aurora. Bah! Flaunters of Law & Order. They may not think much of me, but they know I'm the one who keeps this game turning. They don't have to like it, but they do have to deal with it, and stay out of my way. See in my line of work, you have to crack down on lawless people like them, or they'll run all over you. The set of rules I have to play by -- Schutzstaffel rules -- explain exactly what I need to do to get results that please the Party. The Commandments do the same thing for you. They tell you how to run the game, and keep the power of balance, strictly in your control.


Well? What are you waiting for. Go to the next spoiler, and quit wasting my time! Argo will be departing soon, and you better be aboard soldat, or there will be Hell to pay...
Tri's Prime Directive
To have Fun. If you and the players are having a good time, nothing else matters. We'll do this by these three jobs:

  • Referee
  • Storyteller
  • Mood Setter

* * *


Referee Duties
As my Co-Ops, and Vice-Gamemasters in my stead, you have to know what I know, and do what I do. That includes the aspects of the story lore, the game mechanics, and how to interpret them both in play. And this is how we'll do just that.

  • Know Your Lore - Read it, learn it, love it. Its the stuff on what After World is built upon. So, zoom over into 'The After-verse Page' and give it a good once over.
  • After World Rule of Thumb - Players can "try" to have their characters do anything; but its the mechanics and your ruling that make it so. I don't have to tell you that an IC can be total havoc at time. Give a head nod to the details, but don't let them slow you down. When in doubt, roll back on this rule of thumb: Pick a difficulty for the situation and action. If the characters skill roll is equal or higher, the character succeeds.
  • Never Let the Mechanics Get in the Way of a Good Story - When theres a decision to be made, and the choice is between the mechanics and your gut: Go with your gut. Use the mechanics when need, otherwise ignore them, and let the action and characters move the game along.
  • Second Wind: Keep the IC at Pace - Like all RPs, judging scene speed is important. As a rule, keep the action going hard and fast, and the intrigue steady and mounting.
  • Use Your Judgement - No set of rules can cover every situation. And I won't always be around to arbitrate. So I'll rely on your experience and common sense as Role Players to call the shots. You'll have to decide whats "reasonable" and in the "spirit of After World", making sure that no one takes advantage of the game system, whether they know it or not. Every game has holes, and this one does too. It doesn't cut it that a player rolls well enough. Your final word and decision is what counts in the end.

* * *


Be A Storyteller

  • Tell A Good Tale - Common sense. Most of the time, we'll handle this together. In the times I'm not here, hold council with the other CO-OP's, and work out something that you and the players would have fun doing.
  • Make Player Characters Important - Give the players choices, and choices that matter. Present the characters situations, let them figure out how to respond, and use the rules and adventure to figure out what happens. You'll also decided how NPC Allies, Villians, and Factions will respond to the players choices.
  • Add Perspective - After World is huge! Use that as a strength and incorporate it. That means that the storytelling should suggest to the players that theres a whole new world out there to discover!
  • Keep it Fast - The IC should always be thrilling and interesting. While not every part of it should be a huge, non-stop battle, there should always be something new and exciting to keep enrapture the players attention.
  • Illusion of Free Will - See Real Life. You can visit different places, go to school, get a Masters, open a business, get in debt, work it off as a stripper -- whatever. For good or ill, players need to feel this same freedom in their actions. If the players want to head off somewhere, you have to tell them what they find there -- or come up with a good story reason why they can't go there. Role Plays were born from credible distractions. So keep a few up your sleeves to dazzle our players occasionally.
  • Improvise - Our players have license to screw up, but you don't. That usually means that any story lines that get broken by IC actions, you need to patch up by adapting scenes and actions on the fly. Save Retcons as a last resort and for major FUBAR's .The only thing a RPer hates more than being told they messed up, is that they have to rewrite an entire scene or interaction.

* * *


Mood Setter
  • Use The Five Sense - Describe to the players what their characters see, hear, feel, smell, touch and taste. Capture the "tone" of After World in your posts, as a land filled with amazing places, alien races, intriguing royal courts, noble chivalry, high magic, and everything that makes Fantasy great.
  • Be Consistent - Keep the After-verse consistent and rational. Funny, coming from a Fantasy role play, but its not less true. After World has its own sets of rules, laws, customs and truths that change just as ours do -- governments rise and fall, people are born and people die, wars are declared, battles are won and lost -- but there must be reasons why this happens.
  • Exciting Settings - With such incredible places -- intriguing cities, exotic lands, ancient haunts and hollows -- don't ever let yourselves or me settle for the basic "dwarf castle", when there are "ancient citadels of stone with spires kilometers high".
  • Invent "New" Stuff - Feel free to make new things. Create factions, races, items, people and places to make encounters always fresh. By remember: Make sure they "fit" the After-verse and are mellow with the Lore.
  • Memorable Characters - The players will play with one starting character -- so we get to play everyone else! Villians, heros, allies, enemies, shop owners, employers, arrogant After World Nobles, crocheting Allied & Axis Commanding Officers, mysterious travelers, and the occasional Lovecraft-esque Gods. List rolls on. We, as the Thread Staff, will play the NPC's who make an appearance in the adventure.
The Basics: Roleplay Crawl, Walk, Run

One Table, To Rule Them All...

Acknowledging The Power Grid

In addition, we use the S.P.E.C.I.A.L attribute system. Minimum Starting of 1 Point to Maximum of 10 Points in any one category. Players start with 22 points that can be allotted at will. The players chosen Class would also influence points to each SPECIAL. I'll be using a simple D20 roll on major events and actions. For minor events and actions, I'll gauge success on skill and class discrimination. The success of a players action in a situation would depend on whether he has the correct skill amount and class for the job.

Example: Strength. Pretty obvious. Would judge the physical, determining how built a character is. Would affect things like carry amount, and hand-to-hand combat. Would also rule on what heavy items, heavy armor, heavy weapons and brute strength actions are available for the character.

1 STR (-3 on all STR rolls)
2 STR (-2 on all STR rolls)
3 STR (-1 on all STR rolls)
4 STR (+1 on all STR rolls)
5 STR (+2 on all STR rolls)
6 STR and so on and so forth.

Plus all the roleplaying bonuses you will get.

Perception - Deals with the Five Senses, influencing ranged combat, ability to spot foes hidden foes, and the characters overall alertness. A player character with higher Perception may notice things in his environment or dialogue that a character with lower Perception would miss out on.

Endurance - Would determine Hit Points, Environment & Poison Resistance. Would also effect Healing Rate and additional Hit Points per Race, Class, and Allegiance.

Charisma - A combination of appearance and allure. A high Charisma is important for characters that want to influence through charm or intimidation. Important for a character who depends on Stealth and Intrigue. Affects everything from market haggling to international diplomacy, allowing a character to talk his way into fortune and out of trouble. Or into it, if this skill is low..

Intelligence - Knowledge, wisdom and the ability to think quickly. Use for puzzle solving, inventing and general McGyvering. Pretains to Magic and Scientific know-how.

Agility - Body coordination and the ability to move well. Influences running, climbing, dodging, hand-to-hand combat, and general stealth. Good for fast, flinty, acrobatic characters.

Luck - Luck primarily affects the chances with the dice of the game: a high Luck increases the likelihood to succeed a roll, while the opposite is also true.

* * *


Our Difficult Check Table

*Use Against Environment or Secondary NPCs:*

This is to give you an idea of what actions match with each

Very Easy (0) -- Action Example: Notice something in plain sight (Perception)
Easy (+1 - +2) -- Action Example: Climb a knotted rope (Strength)
Average (+3 - +4) -- Action Example: Talk or Intimidate your way past a Lazy City Guard (Charisma)
Tough (+5 - +6) -- Action Example: Decipher a coded message or archaic text (Intelligence)
Challenging (+7) -- Action Example: Survive a splash damage from a nearby artillery shell (Endurance)
Formidable (+8) -- Action Example: Rally a routing ally unit, and get them back into the fight (Charisma)
Heroic (+9) -- Action Example: Leap across a 30-foot chasm (Agility)
Nearly Impossible (+10) -- Action Example: Fight a Dragon solo and maybe win (Strength or Perception)


*Use Against Opposing PC or Main NPC:*

When against another player character of a Main Non-playable Character, the roles and their action results will be compared. In these situations, the higher result succeeds, while the lower result fails. In case of a tie, the higher skill modifier wins. If these scores are the same, roll again to break the tie.

* * *


...And One Die To Bind Them.
The classic D&D style. This is called a Skill Check. A Skill Check takes into account a character’s training (skill points allotted), natural talent (Allegiance & Race modifier), and luck (the die roll). It may also take into account his or her Classes knack for doing certain things (class bonus) or what stuff he or she is using (equipment check penalty or plus), or a certain feat the character possesses, among other things.

To make a skill check, roll 1d20 using the link. Its the big orange die at the bottem of the page. Add your character’s skill modifier for that skill. The skill modifier incorporates the character’s points in that skill and the ability modifier for that skill’s key ability, plus any other miscellaneous modifiers that may apply, including Class, Race, and Allegiance bonuses and equipment check penalties. The higher the result, the better. However, a natural roll of 20 on the d20 is not an automatic success, and a natural roll of 1 is not an automatic failure. The severity of that success or failure is free to be influenced by the Gamemasters and Co-OPs, at will.
Last edited by TriStates on Fri Jun 24, 2016 9:02 am, edited 16 times in total.

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TriStates
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Founded: Apr 24, 2012
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IC Adventure and Announcment Page

Postby TriStates » Thu Aug 06, 2015 12:56 am

The Argo Bulletin: ACHTUNG! This Just In...
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This be our all important newflash board for After World updates.
Never leave this thread, with this post unread.


OOC Announcements

  • IC Relaunched! Release all that hype and post much more!

IC Announcements





Last edited by TriStates on Sun Jun 26, 2016 3:27 pm, edited 8 times in total.

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TriStates
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Posts: 4695
Founded: Apr 24, 2012
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The After-verse Page

Postby TriStates » Thu Aug 06, 2015 12:57 am

The After-verse
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~A Guided Tour of the Near Realm~


An Adventurers Almanac

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Hallo, kamarad!.. I never thought I'd be saying those words to the likes of you. Ha! Senior Sergeant Dietrich Lietz, at your service. Just got back from extend reconnaissance in the Maelstrom, prepping the ground for Operation Unthinkable.

Unthinkable indeed... I've been assigned to this post, along with other German Army units, since the damn thing first opened up... Good God, that was.. something. I remember chatting up some pretty little cafe waitress, when the first clouds rolled in. Big, dark, ugly looking things. Then, a beam of light, struck somewhere over the trees tops of the Berlin Tiergarten, and everything became still. Then a dragon -- a dragon! -- popped up on the skyline out from the midst of the storm. And it was headed right for us, I tell you... I still can't believe I made it out alive... Hell, I can't believe in this 'Realm', and I've been there! Honestly, I don't envy you Argos. Nothing good can come from poking our noses in the place where such unnatural things are.


But then again, 'Ours is not to reason why', right? Leave that to the high foreheads like that Captain Mannheim. A slippery bastard for sure, but one that knows what he's doing. Ah well, I'm taking up your time. I need to make it back to Berlin Headquarters. They'll want a direct debrief of what we've found out today. Do yourself a favor. Check out the other spoilers on this page. They're a copy of my units notes, information and personal studies during our reconnaissance in the Realm. Wrote most of them myself. If nothing else, its one hell of a read. Well, Auf Wiedersehen kamarad! Keep your head down out there!
The Planet and Its Continents

Æsir (Ah-SEER), more commonly called The Near Realm or Near Shore, is the place where Europa and the other continents are set on it, just as Earth is the place that Eurasia is set upon. The name itself is archaic, its origin and true meaning lost to history. But for the countless millions that live, by whatever language or tongue used, it is home. Æsir is shaped roughly like Earth, with similar continents. There is Europa, with arguably the highest variance of races. Ardena, our Asia, with lands that are strikingly Orient. Afrrika, with its high dunned deserts and savannas. The gargantuan island of Yreave, our Australia. And lastly, Wreathreale, our Americas.

In its long history, Æsir has entered a tumultuous period, finding itself often touched by war. A simple spark can ignite a world war here, and that has often been the case. It is a world of the fantasy of the Earth, with its regal, proud Elves. The gruff, ale drinking Dwarves. Devious vampires, ancient dragons, and all manner of Beasties.

Æsir has a night sky graced by twin natural satellites. Arianr and Telatha. The former. is the more prominent of the pair, being almost half as large as its celestial sister. However Telatha is easily distinguishable by a curious anomaly: a collection of shining, ethereal fragments follow in the moons wake across the night sky. Used as navigation points by ancient sea mariners, and a prominent part in many a fireside story, they were dubbed The Tears of Telatha and have been known by such name to this very day.

In addition to the moons, there are five visible planets that wander against the star-spangled sky. The nearest is the purple-hued Caprilla, ruddy red Scisitus, emerald tinted Faylor, the many ringed Rael'Taiv, and the oddly-tilted teal Vandimeir. All follow their natural paths around the sun. The astral stars, distant and otherworldly, work themselves into patterns and constellations that are known, named according to each cultures desire.

* * *


Continents

~Europa~ - Europa is the cradle of the Near Realm, the heart of the After World story setting. In daily discussion, Europa and Near Realm can be used interchangeably, because for many, the world starts and ends at Europa. Europa consists of the north western quarter of the dominant continent on Æsir. It is bounded to the East by the continent Ardeni, where the Equine Khanate roams, powerful and free. To the West lies the Trackless Waters, a peril of ocean stretched across the horizon, seemingly going on forever. To the south lies the Great Sea, or Mare Nostrum as the Elves call it, allows free travel by sea vessel to any Europa shore one may desire.

Presently, the Elven races dominates the continent, alongside the Dwarves. Historically unfriendly with one another, their relationship is not hate-filled as many a political pundit trumpet, but rather like that between quarrelsome brothers. Currently, relations between both races are at an all time lows, causing many to declare the appearance of The Maelstrom, or The Fog to them, as an omen of Dark Tidings...


~Ardena~ - To the East of Europa lies Ardena, a massive land much of which is steeped in mystery. Most known peoples of this land are nomadic and as such, despite its size, its population is believed to be relatively small. The Equine Khanate dominates the North of Ardena, while the Dark Races have made some inroads into the West. Very little is known about the East and South however, and while many daring explorers and merchants have sought wealth and glory in these unknown lands, few have ever returned. Those few that did make it back however have told tales of a strange civilization in South Ardena with very peculiar architecture and odd customs, full both of wealth and strange, and very dangerous, creatures...

~Afrrika~ - Far to the South, beyond the known frontier of Cartha Reach is a very different world, as alien as Wreathreale, as old as the Elder Reach and as powerful as Europa. Located on the far side of the Mare Nostrum, it is a hot, dry land of deserts and endless savanna plains, its great cities hugging the coastlines for trade and water. It is a land of magic unknown in Europa, of powerful monsters and more-powerful rulers. This is Afrrika, The Land on Fire...

At first glance, Afrrika culture seems to be similar to that of the Cartha Reach, or the nomadic tribes of the Ardena. But the Land on Fire is a solid, unified culture unsullied by what the inhabitants laughingly call the Northern Shore Heathen's. Its gods are unified into a single pantheon, and its leaders call heavily upon genies to solve every problem that confronts them. Items such as djinn rings and flying carpets are infrequently encountered in Europa are rumored to be sold on the open Afrrikan markets, and every person born to that land is said to be rich beyond imagining. The truth of such claims may be distorted by the distance the tales have traveled...


~Yreave~ - Beyond the Horn of Afrrika and South from the Trackless Waters is a continent until recently revealed, known to its inhabitant as Yreave, the Under World. Its existence has been hinted at in various tales over the millennial, but only with the voyage of Telerian Commodore Illadelph Lyra in 1910 TYR was the curtain of ignorance ripped asunder and the Under World revealed.

Yreave is a wild and untouched land, dominated by a diverse variety of forests, plains and bush land. Its people live simply in small tribal communities or religion-based city-states. Their magics derive not from conventional forces, such as scrolls or incantations, but rather through an almost-spiritual coexistence to the natural elements. The entire scope of these abilities and the Under World's magic, is unknown.


~Wreathreale~ - To say little is known about the vaguely understood, and questionable existence, of the fabled land of Wreathreale would be misleading. Nothing is really known, beyond vague rumors and accounts that sketch out places of unimaginable natural beauty and bountiful wealth, so broad and sweeping in scale that Europa would be swallowed in its expanse. Perhaps the most recent and recalled account of Wreathreale revolves around a well-known series of tales.

Stories that speak of a band of sea travelers, beings similar to Elves and Dwarfs, but quite unlike them. Queer-speaking folk, and even queerer-looking, with bodies of iron that shone like the sun, and pike-arms that belched fire and thunder. As the story goes, the strangers quickly took their leave, using their large, many-masted vessels to plunge into the Trackless Sea, in search of a place known to them as "The New World", in the direction of Wreathreale. No trace, of them or their vessels, has been seen since.


* * *


The Regions of Europa

~Britannia~
Britannia has been settled by almost every race of Æsir. England, they call Engalia, is dominated by the Elves, in their great city of Londonium. There, a powerful Elven queen resides, beautiful, deadly and wise. In Engalia, the greatest smattering of races is gathered, which the Elven powers benevolently allow, out of the comfort of knowing they sit on Europa's throne of power.

To the north of Engalia, lies Scaltlandia, sire-land of Ice drakes and Ice Dwarves. The Drakes constantly invade over the southern border, called Haldria's Wall, pouring their icy wrath upon the cities of Engalia. The Ice Dwarves keep to themselves, fashioning objects of great beauty out of ice and gems, and there is often trade between them and Londonium. There also, are the Ice Palaces of Durragvan, the great Dwarven King who fashioned dozens of stunning citadels of pure ice. I should not dare forget to mention both Walnoir and the island of Forehalla, Wales and Ireland respectfully: Here one can find a many petty principalities, amidst the wilderness, and living in them are Elves, Orcs, Kitsune and countless other races...


~Hispania~
Better known as the Iberian peninsula to us. A great Elven Republic, called Mereda, lies in what we call Spain. A Council of Elven Lords and Ladies rule the expanse of land: A great seafaring race by reputation, building great ships of for war, peace and exploration. The government is shaky by all accounts. Elven Lords and Ladies squabble and make alliances and powerful pacts. Intrigue, trickery, and assassinations happen often. In our Portugal, Lusitania here, a nation of sea going dwarves rules the waves; independent, majestic and powerful. In the mountains connecting Hispania and Dallacia, independent clans of Dwarves do dwell. Usually Waring with Mereda often, on behalf of Dallacia, for both Races know that those mountains are an important strategical position...

~Dallacia~
Home and sacred ground of the Dwarves. Dallacia has been the center of this stout-peoples civilization since the time Dragons ruled across the planet. Once completely ruled by the Dwarves, the situation has been changed in the past era, with the High Elven Queen of Londonium now ruling an area of North Dallacia, known as Englacia, across the small stretch of water that is the Engalia Channel. Only to the south of Englacia, still there lies the rolling expanse of territory that is the Continental Confederation. Being historically native to the land, the population of Dwarves across Dallacia vastly outnumbers that of any other race, even their grudgingly welcomed Elven neighbors...

~Italia~
A land with no native race, the Dwarves, Vampires and Elves have layed their claim to portions of the peninsular region, the former making their dwellings in the mountainous regions , while the other two races split the territories along the shore and inland: Vampire bastions are toward the Northern edges, with Elf and Dwarf enclaves all across the South...

~Sicilia~
Believed to be cursed by the peoples of Europa, Sicilia is avoided like the plague. No one from Europa is known to have set foot on the island in over 1700 years. What, if anything, remains there is completely unknown. Tales of strange beings, neither Elf nor Dwarf but seeming to be both, living amongst the island shores have been prominent folklore for uncountable ages.

~Germania and The Vale~
Dwarves and Elves are, surprising, not the majority here. Indeed the lands, which stretch from the border of Dallacia to the Western fringes of Ostfalia, historically belong to the Dark Races. Your Goblins, Trolls, Orks, and all manner of heathen race.

In recent times, both have been appropriated by a multi-national coalition representing Europa's main powers. The occupation is seen as just recompense, for the Dark Races and the Second Dominions instigation of The Great Anema War. Lately, the Dwarves have begun a policy of rapid population of the occupied regions, urging settlers to pour in from Dallicia and Italia. This has become a point of uneasiness between the Elven and Lupian parties, who see this as attempt to shift the balance of power, altering the equality of the occupation forces...


~Ostfalia~
A wild and vast domain of Dark Race raiders, rakes, and rogues, which stretches from the Eastern reaches of Germania and the Vale, to the Vomeraszek River border that marks the land of the Equine Khanate. Since the fall of the Second Dominion, Ostfalia has become a Frankenstein-like patchwork of diverse but independently weak nation-states across the continental East. The only consolidated power in this part of Europa is the Occido Lumen Imperium, the remains of once was a sprawling Vampirc Empire. Small, if constant, outbreaks of wars are very common here, as the warlike tribes and government military juntas who rule fight everyone and anything that they run across, all the while fighting amongst themselves...

~Teleria~
Teleria is the ancestral homeland of the Elven race; their seat of their culture and power, ruled by the Empire of Teleria, who takes its name in honor of the land it protects and stewards to. Those who inhabit in this ancient land are known among their race as Imperial Elves. Regal, noble, and proud, even the lowest Lord among is held in awe and respect by others of their race not Imperial-born...

~Frioalia~
A frozen land, known by many in the Europa mainland for its hostile winters and dangerous denizens. The West of Frioalia is home to a number of Lycanthrope tribes, while the East is dominated by Dragons, in their ancient nation of the Elder-lands...

~Albion~
Nestled safely in the Alps of its name-sake, Albion is home to the Half-lings. The Half-lings are a peaceful people, with a natural knack towards making trading and fortune, that has made their small nation one of the richest in Greater Europa. Thanks to their central location in Europa and their lack of interest in joining sides in almost every war, they are often called upon to mediate disputes between the different species and nations of Europa.

~Cartha Reach~
Once home to a number of different Afrrikan tribes, much of Cartha Reach was conquered over 1700 years ago by the Emperor Telerius. At a high price, for Telerius himself met death to keep it. A massive monument to the Emperor was built not far from the field where he died. The monument still remains to this day, and is one of the major landmarks in the region...

The Telerian Empire stopped their expansion in Cartha Reach after Telerius’ death, and focused instead on defending the lands they had already conquered. For a few centuries the Empire successfully fought off the occasional attack from the few remaining Afrrikan tribes in Cartha Reach, until a once minor Kitsune tribe, known as Engawa, conquered those that remained. Since that time, Cartha Reach has been divided between the Telerian Empire in the East and the Engawan Teikoku in the West...


~The Great Sea~
Often called “Mare Nostrum” (Our Sea) by the elves, the Great Sea is the single most important body of water in Europa. Most naval battles between the Europa nations are fought here, and its many trade routes are critically important components of many of these nations’ economies...

~The Trackless Waters~
As mentioned previously, the Trackless Waters, is one of the most dangerous areas of the planet. Since time immemorial is has been a place of sudden storms and strange occurrences such as The Fog. None of the natives knows exactly what lies beyond it, further than Yreave. And honestly, if half the stories are true, I'd sooner stay put than find out myself...

Time In Æsir

You already know our Gregorian Calendar, so I'll start you off on that. It is the uniform way soldiers and officers of The Argo Expeditionary Force tell apart time. As it is, the time before we shove off into the Maelstrom is Friday, May 5th, 1942 Anno Domini. How the After Worlders do is sort of similar. Let me walk you through it.

Telerian Reckoning, one of the most used lunar calendar systems, is 1 year of 365 days of 24 hours each, that apply to 7 months of 30 days each and 5 months of 31, as calculated by the orbit of planets moons, Arianr and Telatha. Accordingly, the date at the time of The Fog's (their term for the Maelstrom) return is: An Telalun, 5th Day of Ciresaél, 1747th Year by Telerian Reckoning (YTR). A 195 year difference exist between the Gregorian & the Telerian Reckoning, so keep that in mind.

~Gregorian Calendar~
Days In A Year: 365
Days In A Week: 7
Weekdays: Sunday, Monday, Tuesday, Wednesday, Thursday, Friday, Saturday
Months: 12
  • January; 31 days
  • February; 28 days
  • March; 31 days
  • April; 30 days
  • May; 31 days
  • June; 30 days
  • July; 31 days
  • August; 31 days
  • September; 30 days
  • October; 31 days
  • November; 30 days
  • December; 31 days

~Telerian Reckoning Calendar~
Days In A Year: 365
Days In A Week: 7
Weekdays: Fe Sunnan, An Telalun, An Arialun, An Caprillain, De Scisitusin, De Faylorin, De Raelin
Special days: Wintertide, Festival of Flowers, Corde Nox, Time of Plenty, The Twilight Feast
Months: 12
  • Pluviôse; 31 days
  • Ventôse; 30 days
  • Martisaél; 30 days
  • Floraél; 31 days
  • Ciresaél; 30 days
  • Eulidor; 30 days
  • Thermidor; 30 days
  • Jessidor; 31 days
  • Frimaire; 30 days
  • Brumaire; 30 days
  • Dendumire; 31 days
  • Forsworcôse; 31 days

~Æsir In-Game Calendar~

Map Key, Reminders, & Notes

*Current years is 1747 by Telerian Reckoning
*Telatha and Arianr are Æsir's moons.
*The signs ( ] - and + denote moon phases.

[) First Quarter Moon
) Waxing Crescent
- New Moon
( Waning Crescent
(] Third Quarter Moon
+[) Waxing Gibbous
(]+ Waning Gibbous
(+) Full Moon

Pluviôse

1 An Telalun (] (
2 An Arialun (] (
3 An Caprill ( ( Eclipse of Telatha
4 De Scisitu ( -
5 De Faylori ( -
6 De Raelin ( -

7 Fe Sunnan - -
8 An Telalun - )
9 An Arialun - ) Morning star
10 An Caprill ) )
11 De Scisitu ) [)
12 De Faylori ) [)
13 De Raelin ) [) Comet appears

14 Fe Sunnan [) [)
15 An Telalun [) +[)
16 An Arialun [) +[) Shooting star
17 An Caprill [) +[) Shooting star
18 De Scisitu +[) (+) Shooting star
19 De Faylori +[) (+) Aurora
20 De Raelin +[) (+) Shooting star

21 Fe Sunnan +[) (]+
22 An Telalun (+) (]+
23 An Arialun (+) (]+ Fireball
24 An Caprill (+) (]+
25 De Scisitu (]+ (]
26 De Faylori (]+ (]
27 De Raelin (]+ (]

28 Fe Sunnan (]+ (
29 An Telalun (] (
30 An Arialun (] (
31 An Caprill (] - Wintertide

Ventôse

1 De Scisitu (] -
2 De Faylori ( - Shooting star
3 De Raelin ( -

4 Fe Sunnan ( )
5 An Telalun - )
6 An Arialun - )
7 An Caprill - [) Evening star
8 De Scisitu - [)
9 De Faylori ) [)
10 De Raelin ) [) Evening star

11 Fe Sunnan ) +[)
12 An Telalun ) +[)
13 An Arialun [) +[) Shooting star
14 An Caprill [) (+) Fireball
15 De Scisitu [) (+)
16 De Faylori +[) (+)
17 De Raelin +[) (]+

18 Fe Sunnan +[) (]+
19 An Telalun +[) (]+
20 An Arialun (+) (]+
21 An Caprill (+) (]
22 De Scisitu (+) (]
23 De Faylori (+) (] Shooting star
24 De Raelin (]+ (

25 Fe Sunnan (]+ (
26 An Telalun (]+ (
27 An Arialun (] -
28 An Caprill (] -
29 De Scisitu (] -
30 De Faylori (] -

Martisaél

1 De Raelin ( )

2 Fe Sunnan ( ) Shooting star
3 An Telalun ( )
4 An Arialun ( [) Evening star
5 An Caprill - [)
6 De Scisitu - [)
7 De Faylori - [)
8 De Raelin - +[)

9 Fe Sunnan ) +[)
10 An Telalun ) +[)
11 An Arialun ) (+)
12 An Caprill [) (+)
13 De Scisitu [) (+)
14 De Faylori [) (]+
15 De Raelin [) (]+

16 Fe Sunnan +[) (]+ Shooting star
17 An Telalun +[) (]+
18 An Arialun +[) (] Meteor shower
19 An Caprill +[) (]
20 De Scisitu (+) (]
21 De Faylori (+) (
22 De Raelin (+) (

23 Fe Sunnan (]+ ( Shooting star
24 An Telalun (]+ -
25 An Arialun (]+ -
26 An Caprill (]+ -
27 De Scisitu (] - Evening star
28 De Faylori (] ) Shooting star
29 De Raelin (] ) Comet appears

30 Fe Sunnan (] )

Floraél

1 An Telalun ( [)
2 An Arialun ( [) Morning star
3 An Caprill ( [) Comet appears
4 De Scisitu - [)
5 De Faylori - +[)
6 De Raelin - +[)

7 Fe Sunnan - +[) Aurora
8 An Telalun ) (+)
9 An Arialun ) (+) Eclipse of Arianr
10 An Caprill ) (+) Morning star
11 De Scisitu ) (]+
12 De Faylori [) (]+
13 De Raelin [) (]+ Shooting star

14 Fe Sunnan [) (]+
15 An Telalun +[) (]
16 An Arialun +[) (]
17 An Caprill +[) (]
18 De Scisitu +[) (
19 De Faylori (+) (
20 De Raelin (+) (

21 Fe Sunnan (+) -
22 An Telalun (+) -
23 An Arialun (]+ - Shooting star
24 An Caprill (]+ -
25 De Scisitu (]+ )
26 De Faylori (]+ ) Shooting star
27 De Raelin (] )

28 Fe Sunnan (] [)
29 An Telalun (] [)
30 An Arialun ( [)
31 An Caprill ( [) Eclipse of Arianr, Festival Of Flowers

Ciresaél

1 De Scisitu ( +[)
2 De Faylori ( +[)
3 De Raelin - +[)

4 Fe Sunnan - (+)
5 An Telalun - (+) Shooting star
6 An Arialun - (+)
7 An Caprill ) (]+
8 De Scisitu ) (]+ Meteor shower
9 De Faylori ) (]+ Shooting star
10 De Raelin [) (]+

11 Fe Sunnan [) (] Aurora
12 An Telalun [) (]
13 An Arialun [) (]
14 An Caprill +[) (
15 De Scisitu +[) (
16 De Faylori +[) (
17 De Raelin +[) - Morning star

18 Fe Sunnan (+) -
19 An Telalun (+) -
20 An Arialun (+) -
21 An Caprill (]+ ) Shooting star
22 De Scisitu (]+ )
23 De Faylori (]+ ) Evening star
24 De Raelin (]+ [) Shooting star

25 Fe Sunnan (] [)
26 An Telalun (] [) Shooting star
27 An Arialun (] [)
28 An Caprill (] +[)
29 De Scisitu ( +[)
30 De Faylori ( +[)

Eulidor

1 De Raelin ( (+) Eclipse of Arianr

2 Fe Sunnan - (+)
3 An Telalun - (+)
4 An Arialun - (]+
5 An Caprill - (]+
6 De Scisitu ) (]+
7 De Faylori ) (]+
8 De Raelin ) (]

9 Fe Sunnan ) (]
10 An Telalun [) (] Fireball
11 An Arialun [) ( Fireball
12 An Caprill [) (
13 De Scisitu [) (
14 De Faylori +[) -
15 De Raelin +[) - Meteor shower

16 Fe Sunnan +[) - Evening star
17 An Telalun (+) - Shooting star
18 An Arialun (+) )
19 An Caprill (+) )
20 De Scisitu (+) )
21 De Faylori (]+ [) Morning star
22 De Raelin (]+ [)

23 Fe Sunnan (]+ [)
24 An Telalun (]+ [)
25 An Arialun (] +[)
26 An Caprill (] +[) Wanderers gather
27 De Scisitu (] +[) Shooting star
28 De Faylori ( (+)
29 De Raelin ( (+)

30 Fe Sunnan ( (+)

Thermidor

1 An Telalun ( (]+
2 An Arialun - (]+
3 An Caprill - (]+ Evening star
4 De Scisitu - (]+ Shooting star
5 De Faylori - (]
6 De Raelin ) (]

7 Fe Sunnan ) (]
8 An Telalun ) (
9 An Arialun [) (
10 An Caprill [) (
11 De Scisitu [) -
12 De Faylori [) -
13 De Raelin +[) -

14 Fe Sunnan +[) - Morning star
15 An Telalun +[) )
16 An Arialun +[) ) Solar eclipse
17 An Caprill (+) ) Meteor shower
18 De Scisitu (+) [) Morning star
19 De Faylori (+) [)
20 De Raelin (]+ [)

21 Fe Sunnan (]+ [)
22 An Telalun (]+ +[) Meteor shower
23 An Arialun (]+ +[)
24 An Caprill (] +[) Shooting star
25 De Scisitu (] (+)
26 De Faylori (] (+)
27 De Raelin (] (+) Shooting star

28 Fe Sunnan ( (]+
29 An Telalun ( (]+ Fireball
30 An Arialun ( (]+ Aurora

Jessidor

1 An Caprill - (]+
2 De Scisitu - (]
3 De Faylori - (] Shooting star
4 De Raelin - (]

5 Fe Sunnan ) ( Shooting star
6 An Telalun ) (
7 An Arialun ) ( Evening star
8 An Caprill ) -
9 De Scisitu [) - Eclipse of Arianr
10 De Faylori [) -
11 De Raelin [) -

12 Fe Sunnan [) )
13 An Telalun +[) )
14 An Arialun +[) )
15 An Caprill +[) [)
16 De Scisitu (+) [)
17 De Faylori (+) [)
18 De Raelin (+) [)

19 Fe Sunnan (+) +[) Shooting star
20 An Telalun (]+ +[)
21 An Arialun (]+ +[)
22 An Caprill (]+ (+)
23 De Scisitu (]+ (+)
24 De Faylori (] (+)
25 De Raelin (] (]+

26 Fe Sunnan (] (]+
27 An Telalun ( (]+
28 An Arialun ( (]+
29 An Caprill ( (] Meteor shower
30 De Scisitu ( (]
31 De Faylori - (] Corde Nox

Frimaire

1 De Raelin - ( Morning star

2 Fe Sunnan - (
3 An Telalun - (
4 An Arialun ) - Shooting star
5 An Caprill ) -
6 De Scisitu ) - Shooting star
7 De Faylori [) -
8 De Raelin [) ) Morning star

9 Fe Sunnan [) )
10 An Telalun [) ) Aurora
11 An Arialun +[) [) Aurora
12 An Caprill +[) [) Evening star
13 De Scisitu +[) [)
14 De Faylori +[) [)
15 De Raelin (+) +[)

16 Fe Sunnan (+) +[) Eclipse of Telatha
17 An Telalun (+) +[) Eclipse of Arianr
18 An Arialun (]+ (+)
19 An Caprill (]+ (+)
20 De Scisitu (]+ (+)
21 De Faylori (]+ (]+
22 De Raelin (] (]+ Meteor shower

23 Fe Sunnan (] (]+
24 An Telalun (] (]+ Eclipse of Telatha
25 An Arialun (] (]
26 An Caprill ( (]
27 De Scisitu ( (] Shooting star
28 De Faylori ( (
29 De Raelin ( (

30 Fe Sunnan - ( Shooting star

Brumaire

1 An Telalun - -
2 An Arialun - -
3 An Caprill ) -
4 De Scisitu ) -
5 De Faylori ) )
6 De Raelin ) )

7 Fe Sunnan [) )
8 An Telalun [) [) Solar eclipse
9 An Arialun [) [)
10 An Caprill [) [)
11 De Scisitu +[) [) Evening star
12 De Faylori +[) +[)
13 De Raelin +[) +[)

14 Fe Sunnan (+) +[)
15 An Telalun (+) (+) Shooting star
16 An Arialun (+) (+)
17 An Caprill (+) (+)
18 De Scisitu (]+ (]+ Shooting star
19 De Faylori (]+ (]+
20 De Raelin (]+ (]+ Morning star

21 Fe Sunnan (]+ (]+
22 An Telalun (] (] Evening star
23 An Arialun (] (]
24 An Caprill (] (] Eclipse of Telatha
25 De Scisitu ( ( Fireball
26 De Faylori ( (
27 De Raelin ( (

28 Fe Sunnan ( -
29 An Telalun - - Morning star
30 An Arialun - -

Dendumire

1 An Caprill - -
2 De Scisitu - )
3 De Faylori ) )
4 De Raelin ) )

5 Fe Sunnan ) [)
6 An Telalun [) [)
7 An Arialun [) [)
8 An Caprill [) [)
9 De Scisitu [) +[) Solar eclipse
10 De Faylori +[) +[)
11 De Raelin +[) +[) Morning star

12 Fe Sunnan +[) (+)
13 An Telalun +[) (+)
14 An Arialun (+) (+)
15 An Caprill (+) (]+
16 De Scisitu (+) (]+
17 De Faylori (+) (]+ Shooting star
18 De Raelin (]+ (]+

19 Fe Sunnan (]+ (] Meteor shower
20 An Telalun (]+ (]
21 An Arialun (] (]
22 An Caprill (] (
23 De Scisitu (] ( Shooting star
24 De Faylori (] ( Shooting star
25 De Raelin ( - Meteor shower

26 Fe Sunnan ( - Evening star
27 An Telalun ( -
28 An Arialun ( -
29 An Caprill - )
30 De Scisitu - )
31 De Faylori - ) Time of Plenty

Forsworcôse

1 De Raelin ) [) Shooting star

2 Fe Sunnan ) [) Morning star
3 An Telalun ) [)
4 An Arialun ) [)
5 An Caprill [) +[) Evening star
6 De Scisitu [) +[)
7 De Faylori [) +[)
8 De Raelin [) (+) Comet appears

9 Fe Sunnan +[) (+)
10 An Telalun +[) (+)
11 An Arialun +[) (]+
12 An Caprill (+) (]+ Aurora
13 De Scisitu (+) (]+
14 De Faylori (+) (]+
15 De Raelin (+) (]

16 Fe Sunnan (]+ (]
17 An Telalun (]+ (]
18 An Arialun (]+ ( Morning star
19 An Caprill (]+ ( Evening star
20 De Scisitu (] ( Evening star
21 De Faylori (] - Morning star
22 De Raelin (] - Shooting star

23 Fe Sunnan ( -
24 An Telalun ( -
25 An Arialun ( )
26 An Caprill ( ) Morning star
27 De Scisitu - )
28 De Faylori - [)
29 De Raelin - [)

30 Fe Sunnan - [)
31 An Telalun ) [) The Twilight Feast
The Republic of Mereda - The Elven democratic lands in the Hispania region.

The Kingdom of Engalia - A self-stylized Elven Kingdom in South Britannia and Northern Dallacia.

The Empire of Teleria - Oldest of all the Elven nations, it is one of the main centers of Europa high culture and society.

The Continental Confederation - Cobbled together from the many impotent and petty Dwarven principalities across the continent, it has risen from a third-world agriculture experiment to a major contender for power in Europa.

The Free-State of Albion - Peaceful, protected, and wealthy, this small county shire is the homeland to many of Europa's half-lings. Relying on the other larger powers for protection, its denizens manage to keep their noses in their own affairs, they are looked at to play referee in the business of the other powers.

The Principalities of Lusitania -

The Empire of the North -

The Ulven Reich -

The October Commune -

The Elder Reach -

The United Kingdoms of Caldoina -

The Occido Lumen Imperium - An ancient, militaristic nation-state in the lower reaches of Ostfalia and the Vale. The result of the union of multiple Vampire domains from antiquity. Sometimes by diplomacy and trade. Others in war. The end result thus far, even in their defeat in The Great Anema War, has been an Empire whose reach and power extends far beyond the nations borders.

The Engawan Taikoku -

The Hordelands -

Shuixing Empire - A Far-East conglomeration of kingdoms, peoples and lands across Ardena. Presided over by three prominent groups: the Shirai Clan, the Zu Xui Clan, and the Kiga Clan.

The Equine Khanate - An wild land of hunting, tradition, and tribal warfare. The Equine Khanate is an eroding Empire, it's past strengths of warriors ready to serve Khan and Khanate, subject to present crumbling by tyrants and despots who've risen to power. With Khanate at war within itself, an archaic bartering-economy has replaced its once rich golden coins. Self-made famines assault the stomachs of the poor and the many, due to the destruction of farmland and crops by clan raids. It seems that, without a miracle, the Khanate may soon be in the throes of an unstoppable downward spiral.

The First Ostend Dominion (defunct) -

The Second Ostend Dominion (defunct) -

The Empire of Man (defunct) -
Races of the Æsir
Humans (Also Known As: Man, Argo-Men, Far Shore People, Round-ears, etc.) - Interestingly enough, it seems that Humanity has not been native and alive on Æsir for millions of years. As such, their appearance sparse and few, it is a subject covered in more legend and myth than fact for the beings of Æsir, much as they have been in ours. At our stories start, it seems that the only current representatives of humanity in this strange world come from the Argo Expedition, though there are hints that this is not is not the first time such a thing has happened...

Lycanthropes (Also Known As: Werewolves, Lupians, Lusus Naturae) - Work In Progress

Elves (Also Known As: Fair Folk, Veritatis Populi) - One of the most populous and strongest of the major races, they rule large sections of the Realm, rising to prominence after the time of the dragons. The Elves of Æsir are of human height, nut much more slender. Their finger and hands are half-again as long as a human's, and delicately sculpted, and their bones are light and surprisingly sturdy. Elven faces are thinner and more serene, and Elven ears are tapered to fine points.

Dwarves (Also Known As: Stunted People, Masters of Stone) - The Dwarves of Æsir are a short, stocky people who seem to be a part of the earth itself, ranging in shade and hue from a rich earth-red to a granite-stone gray. Dwarves were a short, stocky race, a little taller than hobbits but much broader and heavier. Most Dwarves had thick, luxuriant beards in which they took great pride, and often forked or braided them and tucked them into their belts.

They seem to favor simple durable clothing, colored hoods and heavy cloaks for travelling, and belts of gold or silver. For battle their soldiers wear elaborately crafted armor and helmets, bearing various angles and styles that were trademarks of Dwarven crafting styles. Their armor was masked with symbols (after the manner of those used in forges for shielding the eyes) that were hideous to look upon. Dwarven women were alike in manner, voice and appearance to their menfolk, though more feminine. They were few in number, less than a third of all dwarf-kind, and they were seldom seen outside their own halls, often not venturing far due to their duties as caretakers and crafters in Dwarven society.


Centaurs () - A race that has known war for a long time. While nominally, the Khan is the ruler of all he surveys. In reality, he knows very little about what's going on outside his palace doors. Only what the Centaur Tribal Chiefs tell him, which is just fine by them. Unbeknownst to the Khan, war upon war is being waged by the Chiefs of the Tribes. Many Centaurs are fed up with this state, but the only one with a chance of stopping it is the Khan, for none would dare disobey him, and he doesn't even know that his advisers are doing this. While the Centaur race remains formidable, Tribal Warfare leaves them weakened, and unless they can unite soon, their race may soon be dispersed to the winds, once and for all.

Unicorns () - Lore Being Written, Scribed by Lavan Tiri

Halflings ()- Work In Porgress

Goblins () - Work In Progress

Orks () - Work In Progress

Vampires (Also Known As: The Old Oppressor, The Bane of the Realm) - Infected by an ancient blight, a primordial strain of Darkness, these are the things of nightmares for most of the Realm. Any humanoid creature can become a vampire, and looks as it did in life, but with paler skin, haunting red eyes, and a feral cast to its features. While not the risen dead from old wives tales, is created when another vampire drains the life out of a living creature, or when a living creature is killed by its Energy Drain. Vampires are drawn to feed on the blood of the living, and can only survive on blood (normal food and drink do nothing for it and cause it to forcefully vomit it up within moments), obtaining it in any way they possibly can. They do not cast shadows, nor do they possess a reflection.

Kitsune (Also Known As: Okori, Friends of the Fields) - Kitsune possess superior intelligence, long life, and magical powers. They are a type of yōkai, or spiritual entity, and the word kitsune is often translated as fox spirit. However, this does not mean that Kitsune are ghosts, nor that they are fundamentally different from regular foxes. Because the word spirit is used to reflect a state of knowledge or enlightenment, all long-lived foxes gain supernatural abilities. The most well known of which, is shapeshifting. Usually presenting themselves in a human-like form, they are capable of crafting themselves into any living form they find pleasing.

Yokai () - Work In Progress

Oni () - Work In Progress

More to come soon. I'm typing as fast as I can~ Your Friendly, OCD Gamemaster
More to come soon. I'm typing as fast as I can~ Your Friendly, OCD Gamemaster
Magic in Æsir

Magic in After World is a metaphysical, spiritual, binding, omnipotent and ubiquitous power that held enormous importance to the races and creatures of Æsir, Magic has been deviled into at great length. Magery, is the ability possessed by some individuals to manipulate the four ambient energies of reality (Living, Unifying, and Cosmic, Physical) to produce desired results.

Elements of Note
Section I. Short History of Magic and its Practice
I.a Antiquity
I.b Ancient
I.c Contemporary
Section II. Magic's Energies, Mage Levels and Magic Schools
II.a Aspects
II.b Categories
II.c Types
Section III. Magic's Classes


Section I
===============================================
Antiquity Period (~100,000 BTR* - ~50,000 BTR*)
_______________________________________________
It is not known exactly when, or if, Magic came into being. Some scholars speculate its existence as always existing, since time immemorial. Support from this theory comes from the intertwining relationship between the oldest creature races**. However, estimates of Magic's first concentrated use occurred long ago in primordial Æsir. Archaic texts record the event as a meeting of minds. Where a group of ancient philosophers, scholars and sages from parallel planes of existence gathered in the Near Realm to share each's own mystical knowledge. The discovery of "Magic" and its existence was the result of their meeting.

*(Before Telerian Reckoning)
**(The use of ~ means approximately. Things beyond YTR are hypotheses and educated guess by Realm scholars after painful examination of desperately archaic records)
***(Dragons, Unicorns, and the like.)

========================================
Ancient Period (~20,000 BTR - ~1BTR)
________________________________________
With this newly discovered insight, it was quickly discovered that magic abounded in everything, and was available to be manipulated. But when summoned into being in its raw state, Magic proved more volatile and dangerous than was worth using. All but the most sage, brave or foolhardy of Adept wizards were left unable to access Magic. Their solution to this, was Anema.

A legendary mineral of impenetrable hardness, it also had the unique ability to conduct Magic. Most used are Anema Stones & Anema Gems. The former is used for storing Magical energy for later use. This makes them the large of the two, psychically. The later, is used for conducting or channeling Magic energy that has already been stored in Stones. Both retain their particular crystal form due to the extreme force of raw energy contained within them.

=========================================
Contemporary Period (1 YTR - 1747 YTR)
_________________________________________
Magic is widely used now by those races who have the natural inclination, studious practice and Anema stores at hand. Below is a modern, in depth examination of Magic in the Realm, with the latest information known.

Energy of Magic
  1. Living -
  2. Unifying -
  3. Cosmic -
  4. Physical -

Magic Use and Mage Levels
  1. Mavens: Members of races whose ability to wield Magic is innate and natural to their being. Such as Dragons or Unicorns.
  2. Adepts: Races who display rudimentary Magic insight and are able to expand it through martial training, academic knowledge and spiritual enlightenment. Examples are Elves, Vampires, Tengu, Yokai, Oni, Lycans, Half-lings and Dwarves.
  3. Tyros: Those who are naturally incapable of the use or feeling of Magic. Examples are Goblins, Orks and Humans.

Schools
  1. Abjuration - Spells of protection.
  2. Alteration - Spells that can transform the nature of the physical world or objects in it.
  3. Arguery - Spells that affect the minds of other creatures.
  4. Conjuration - Spells that create or transport people, energy or objects.
  5. Destruction - Spells that create energy out of the raw power contained in Anema
  6. Enchantment - Spells that affect the minds of other creatures.
  7. Illusion - Spells to fool the senses.
  8. Necromancy - Spells that deal with positive energy, negative energy, and both the living and the dead.
More to come soon. I'm typing as fast as I can~ Your Friendly, OCD Gamemaster
Last edited by TriStates on Thu Jun 23, 2016 9:07 pm, edited 22 times in total.

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The Character Index Page

Postby TriStates » Thu Aug 06, 2015 12:57 am

Dramatis Personae
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A herald for all those After World adventurers


Player Character Cast
Humans of Earth

Brassard, Gerard | Third Reich Waffen-SS Captain, Vichy French Political Officer
Baekmann, Erich | Third Reich Wehrmacht Leuitenant, German Tank Commander
Callahan, Jack | U.S. Army Captain, American ARGO Commander
Hamill, Joseph | U.S. Army Sergeant, American Infantry Sniper
Matthews, Cyril| U.S. Army Private, American Infantryman
Neumann, Hans | Third Reich Army Corporal, German Paratrooper
Pool, Fuana | U.S. Army Sergeant, American Tanker





Peoples of Æsir

Augustus, Tiberius | Elf Paladin, Telerian Battalion Commander
Hijira, Ishwari | Kitsune Mage, Empress of the Engawa Taikoku
Scipio, Septimus | Elf Paladin, Emperor of Teleria
Telemnar, Saerondr | Elf Bard, Lord of Valeria & Court Minstrel of Hispania
Terembor, Irithren | Elf Paladin, High Queen of Engalia
Levin, Toriga | Elf Rogue, Scout in Mereda's Cavalier Corps
Sparrowstep, Eluette| Vampire Skrimisher, Adventurer, Sword for Hire, Wanted criminal and deserter of the Occido Imperium.
Owana, Lunari Kitsune Mage, Court Advisor to the Empress Hijira, Engawaese Noble



Non-Playable Character Cast

Humans of Earth


Main NPCs
Luebeck, Rolf | German Army Colonel, Wehrmacht liaison officer to Operation Unthinkable, Supreme Commander of The ARGO Expeditionary Force
Dukes, Joanna "Joey" | American reporter, Amateur film maker, Free-lance war correspondent

Secondary NPCs
BERIA, LAVRENTIY | USSR Politician, Minister of the NKVD
CHURCHILL, WINSTON | British Prime Minister
DONOVAN, WILLIAM J. | U.S. Army General, Head of the O.S.S.
HITLER, ADOLF | German Führer
Lavern, Osborne | U.S. Army Captain, O.S.S. liaison officer to Operation Unthinkable
Lietz, Dietrich | German Army Sergeant and A.E.F. Local Guide and Expert
Mannheim, Zanis | Waffen-SS Major and Gestapo attache to The Argo Expeditionary
MORI, TAKESHI | Japanese Army General, Deputy Commander of the Kempeitai
MENZIES, STEWART | British Army Major General, Chief of MI6
Pfeiffer, Walther | German Physicist and Head Research Scientist of The Argo Expeditionary Force.
ROOSEVELT, FRANKLIN | American President
STALIN, JOSEPH | Soviet Premier
Tetsuyuki, Katsu | Japanese Army Captain, IJA liaison officer to Operation Unthinkable
Teviotdale, Argyle | British Army Captain, MI6 liaison officer to Operation Unthinkable
TOJO, HIDEKI| Japanese Prime Minister
TOLKIEN, JOHN | British Code-breaker, Fantasy expert, and A.E.F. Cryptographer
Zuykova, Karina | Red Army Captain, NKVD liaison officer to Operation Unthinkable



Peoples of Æsir


Main NPCs
Bohanyon, Anthos | Elf Commoner, Highwayman, Mercenary, and Smuggler
Orealis, Aurora | Kitsune Commoner, Wandering Storyteller, Mystical Nomad, and Renowned Soothsayer

Secondary NPCs
Ak-Dovurak, Baron Baldred | Ork-Vampire Noble, War Chief of the Karul Mountains Tribe, Field Master of Occido Lumen's Immortal Guard
Bitterblade, Lord Dokrun | Dwarf Noble, Lord General of the Continental Army
Corbileson, Count Malacoda | Lycan-Vampire Noble, High Inquisitor of the Occido Lumen's Crimson Hand
Amberclad, 1st Sovereign Gerlun | Dwarf Royal, Sovereign of the Continental Confederation
Terembor, Prince Arwen| Elf Royal, Prince of Walnoir, Member of the House of Terembor, 3rd in line to the Engalian Throne
Terembor, Princess Sheera |Elf Royal, Princess of Engalcia , Member of the House of Terembor, 2nd in line to the Engalian Throne
Last edited by TriStates on Sun Jul 24, 2016 9:52 am, edited 9 times in total.

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Ex-Nation

Postby TriStates » Thu Aug 06, 2015 12:58 am

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The Starlight wrote:Tri, are the Aesir elves immortal, or simply more long lived than the humans?


We will make them long lived, with an average life span of 250 years, aging at 40% slower than the speed of the average Human. Brusia and I think this would be the best, since adding the variable of immortality would mean adapting all the lore, and having those with Aesir Elves go back and amend their profiles.

Raktio wrote:Als0 what do you mean by "allotting a mandatory starting of +3 in each category" for the Political Officer


It means that Political Officer characters must have a minimum of 3 starting points in each S.P.E.C.I.A.L attributes. The average character gets 22 points, plus Allegiance and Race bonuses. This limits the amount of starting skill points you may spend freely. The reason for this is to prevent the abuse of the skill system, when taking into account the Political Officer's power buff, which is substantial.


The Vaktovian Empire wrote:Also Tri, are we allowed to have more than one character.


You may have one AEsir character, and one Earth character maximum. Co-Ops will have a infinite amount of character possibilities, since they manage NPCs when I am not here.


Ulvenes wrote:Also Tri-chan, are we going to have vehicles? I imagine if we do the heaviest thing we have would be an Sd.Kfz. 251.

Most of the fights, you'll be huffing it on two feet. But there will be vehicles in most of the fights, (armored cars, half-tracks, tanks and assualt guns) of course the type of vehicles depend on what units your with.

The Vaktovian Empire wrote:This seems like a really cool concept that I've read (Most of) and like to get into further. However, may I ask, are the cast members in the OP the only ones and how would I go about applying? Do we control a single character or if we're a leader a single nation? Those are just a few of many questions, but I get the general concept of this dual world lineage and such, and the history. It seems like an interesting idea, worthy of RP skills (Of mine) being dedicated to.


First, character play is going to priotitize over nation play in this RP. That was the design from the get go. Nation RPing will be miniscule during the first chapter and the partial second. If we get past that, the plot will become more reliant on nations, and so you'll seem them at the forefront more often. Your involvement as to controlling a nation depends on your character design. If he is a dashing rogue that Robin Hoods his way around the Law, then he will obviously be less involved in matters of state, than say, a Princess or Prince character. The influence of nations in the RP is relative to the characters we have to work with.

As you have discovered, many of the nations and factions currently have de facto NPC status. We actually have more factions than players at the moment, which is why the ability to create a faction is regulated to people who get my say so. That said, you can app for any faction and decided what your standing in that faction is. I may ask for changes to be made regarding that, but it depends on a case to case basis. I highly suggest that if you want direct involvement in the first chapter to app as one of the Western Europa nations. The Eastern factions won't see play until the second chapter.

The Vaktovian Empire wrote:Tri, I got a few other questions, like what kind of animals exist in this realm, are they similar or the same as those on Earth, like for example, are there horses? Or are they totally different? Also, what kind of religions are in this realm? Because if the Romans were once here, is the religion of Engalia (The nation I'm planning on having my characters be from) similar to the Anglican Church and likewise, in the Dwarve Confederation Catholic/ Orthodox? And finally, what is the tech level for nations, I know I read bow and arrows were used in some part of the OP, but I just need clarification to know how much of a disadvantage we're at against the Germans.


The animals that exist in this realm are similar, such as your example of the horse, but at the same time, there are many different ones. While a list of them would be very comprehensive to compile, for the most part if an animal exist in Tolkien-style fantasy, it will have a similar counterpart here.

I haven't actually had time to delve into any of this. Since were on the first chapter, it didn't seem pertinent to go this far in-depth in societies fabric yet. Sufficient to say, there is a wide variety of religions and philosophies. Most are polytheistic and pagan, stepped in Animism. Concerning the Romans, they would most likely have not brought Christianity, since the Romans brought here would have been from the Early Republic period and Christianity would not spread to Rome until the mid- and latter Empire period. That said, other religions have left an imprint in other societies. For example, the early Roman Gods (Jupiter, Uranus, Pluto, etc.) would most likely still be practiced openly in the Telerian Empire. AEsirified Norse beliefs may be prominent in the Scandinavian regions. Other religions, such as Buddhism, may also be prominent in more Eastern cultures of AEsir.

Technologically, if you can call it that, AEsir is stuck in the Middle Ages. Depending on the area an nation, this can mean a tech proficiency from the 10th to the 17th century. Most of Europa is stuck in between the 12th and 15th centuries. The Telerian Empire, the Continental Confederation and the Occido Lumen Imperium to the scale with 16th-17th Century technology. Essentially, the beginning of the conflict will pitch 15th century forces against 20th century ones. The common weapons of the period are pikes, halberds, long swords, crossbows, galley-rowed ships and horses. The humans of the Argo Expeditionary Force will have bolt-action rifles, light machine guns, field artillery, tanks, limited air and naval power. Do not, I repeat do not, forget to factor the AEsirs factions ability to use magic. An ability which the Argos are completely unaware and ignorant of using. I think it will prove to be an interesting war.





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Last edited by TriStates on Sun Jun 12, 2016 9:34 pm, edited 10 times in total.
Vytautas wrote:There are two kinds of people in this world:
* people giving a fuck,
* people not giving a fuck,
Drink Vytautas, give a NEGATIVE FUCK!
The Burning Sun wrote:...you seem to experience what I shall completely non-offensively dub the Triplex, or TriStates Complex - you spend a ton of time crafting a beautiful work of collaboration, and then you mysteriously disappear...

The Starlight wrote:
TriStates wrote::( I don't like change...

It's coarse and dry and gets everywhere. :p

But I do get what you mean.
My Past Adventures: After World

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The Starlight
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Postby The Starlight » Thu Aug 06, 2015 5:37 am

Very nice, Tri.
Oh, and first! :p
Call me Star
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Great Confederacy of Commonwealth States
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Democratic Socialists

Postby Great Confederacy of Commonwealth States » Thu Aug 06, 2015 5:58 am

Hmmmm.... hmmmm....

Medic!
The name's James. James Usari. Well, my name is not actually James Usari, so don't bother actually looking it up, but it'll do for now.
Lack of a real name means compensation through a real face. My debt is settled
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Great Confederacy of Commonwealth States
Postmaster of the Fleet
 
Posts: 21988
Founded: Feb 20, 2012
Democratic Socialists

Postby Great Confederacy of Commonwealth States » Thu Aug 06, 2015 6:45 am

Operation Unthinkable; A.E.F. Personnel File


Required Information


Name|Rank|Role: James Alpin | Major | NA


Age|Height|Weight: 53 | 1.80 | 80 Kg

Allegiance|Character Class: United Kingdom | Medic

Magic Sensitivity: Tyro

D.O.B|Birthplace|Nationality 1889 | Edinburgh | UK/Scottish

Sex|Gender: Male | Heterosexual

Skills

Strength - 1
Perception - 4
Endurance - 1
Charisma - 3
Intelligence - 8
Agility - 1
Luck - 4

Appearance Image & Description:
Image



Non-Required Information


Past Occupations, Positions, Roles, Ranks and Achievements: Medical doctor, PhD in medical science and biology, professor of medicine at the university of Cambridge.

Equipment: A suit, a medical white coat, a small portable research lab (nothing fancy, just some vials and Bunsen burners, and a microscope), Smith and Wesson model 10, a stethoscope, along with necessary medical equipment (morphine, syringes, scalpels, thread and needle)
  • Default Main Weapon & Specials: Thompson submachine gun
  • Default Sidearm: Smith and Wesson model 10
  • Additional Munitions: Knife/bayonet
  • Uniform Model: Default uniform (which he almost never wears) is a major’s uniform from the British army. He normally wears a suit, or his medical robes when in a field hospital.
  • Misc. & Other Stuff: Has a fascination for geology, and carries with him various stones and rocks he found lying about

Moral Alignment: Lawful good

Biography: What’s important for the character right now is not his birth, nor his early life. I will leave his professional life and everything before the war to be fleshed out in the IC. No, instead, I will talk a bit about how James got into the mess he’s currently and, and we’ll work from there, shall we?

James Alpin never was a man of war. When the conflict started in 1939, he was already too old to be enlisted. He would be no use on the battlefield. This, the government recognised, and they allowed him to keep teaching at Cambridge for the duration of the war, be it an ever-shrinking class of people. Many of whom wanted to become medics in their own right when they were done. Many were the letters he got from parents, informing him that some old student of him had fallen. He kept all these letters in a box under his bed, and added every single one he got.

Eventually, the Maelstrom Crisis began, and an expeditionary force was put together to enter the World Beyond. And who would be better suited to medically accompany this mission than the old Professor Alpin, the man which such interest in biology and geology? He was contacted by Military Intelligence in his home, with one offer only. An offer, they said, he would to best to not refuse. So, he accepted, more in memory of his fallen students than anything else. He gave his measurement for a hated uniform, got some fire drill with hated weapons (even a luger, which he got from a German colleague), and he was shipped off to Berlin to join with the expedition. May the Gods be merciful.

Personality: Friendly, but a bit to himself. The rest will appear in the IC

Likes: Flowers, nature, geology, most animals, kids

Dislikes: The war, the military nature of the expedition, soldiers, officers, his own rank and position

Theme Song: https://www.youtube.com/watch?v=n-lmj2kuoAU

Leave This In Your App:
By posting this application, I have made a great app, read the OP, and am not a complete
Image
Last edited by Great Confederacy of Commonwealth States on Fri Aug 07, 2015 1:55 am, edited 1 time in total.
The name's James. James Usari. Well, my name is not actually James Usari, so don't bother actually looking it up, but it'll do for now.
Lack of a real name means compensation through a real face. My debt is settled
Part-time Kebab tycoon in Glasgow.

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Lavan Tiri
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Posts: 9061
Founded: Feb 18, 2014
Democratic Socialists

Postby Lavan Tiri » Thu Aug 06, 2015 8:31 am

Technically third!

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Brusia
Senator
 
Posts: 4505
Founded: May 22, 2007
Inoffensive Centrist Democracy

Postby Brusia » Thu Aug 06, 2015 11:21 am

Awesome tag of awesomeness :p

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TriStates
Senator
 
Posts: 4695
Founded: Apr 24, 2012
Ex-Nation

Postby TriStates » Thu Aug 06, 2015 8:07 pm

Great Confederacy Of Commonwealth States wrote:Operation Unthinkable; A.E.F. Personnel File


Required Information


Name|Rank|Role: James Alpin | Major | NA


Age|Height|Weight: 53 | 1.80 | 80 Kg

Allegiance|Character Class: United Kingdom | Healer

Magic Sensitivity: WIP, page does not exist yet.

D.O.B|Birthplace|Nationality 1889 | Edinburgh | UK/Scottish

Sex|Gender: Male | Heterosexual

Skills

Strength - 1
Perception - 4
Endurance - 1
Charisma - 1
Intelligence - 6
Agility - 1
Luck - 4

Appearance Image & Description:


Non-Required Information


Past Occupations, Positions, Roles, Ranks and Achievements: Medical doctor, PhD in medical science and biology, professor of medicine at the university of Cambridge.

Equipment: A suit, a medical white coat, a small portable research lab (nothing fancy, just some vials and Bunsen burners, and a microscope), a luger pistol, a stethoscope, along with necessary medical equipment (morphine, syringes, scalpels, thread and needle)
  • Default Main Weapon & Specials: Thompson submachine gun
  • Default Sidearm: Luger pistol
  • Additional Munitions: Knife/bayonet
  • Uniform Model: Default uniform (which he almost never wears) is a major’s uniform from the British army. He normally wears a suit, or his medical robes when in a field hospital.
  • Misc. & Other Stuff: Has a fascination for geology, and carries with him various stones and rocks he found lying about

Moral Alignment: Lawful good

Biography: What’s important for the character right now is not his birth, nor his early life. I will leave his professional life and everything before the war to be fleshed out in the IC. No, instead, I will talk a bit about how James got into the mess he’s currently and, and we’ll work from there, shall we?

James Alpin never was a man of war. When the conflict started in 1939, he was already too old to be enlisted. He would be no use on the battlefield. This, the government recognised, and they allowed him to keep teaching at Cambridge for the duration of the war, be it an ever-shrinking class of people. Many of whom wanted to become medics in their own right when they were done. Many were the letters he got from parents, informing him that some old student of him had fallen. He kept all these letters in a box under his bed, and added every single one he got.

Eventually, the Maelstrom Crisis began, and an expeditionary force was put together to enter the World Beyond. And who would be better suited to medically accompany this mission than the old Professor Alpin, the man which such interest in biology and geology? He was contacted by Military Intelligence in his home, with one offer only. An offer, they said, he would to best to not refuse. So, he accepted, more in memory of his fallen students than anything else. He gave his measurement for a hated uniform, got some fire drill with hated weapons (even a luger, which he got from a German colleague), and he was shipped off to Berlin to join with the expedition. May the Gods be merciful.

Personality: Friendly, but a bit to himself. The rest will appear in the IC

Likes: Flowers, nature, geology, most animals, kids

Dislikes: The war, the military nature of the expedition, soldiers, officers, his own rank and position

Theme Song: https://www.youtube.com/watch?v=n-lmj2kuoAU

Leave This In Your App:
By posting this application, I have made a great app, read the OP, and am not a complete:
(Image)


Cool, just a few things.

  • The Earth Class for Healer-type is a Medic. Please put that where you have Healer.
  • The Luger Service Pistol can only be equipped from the start by characters with Third Reich Allegiance. Please find a suitable starting firearm that belongs to the British or the Commonwealth.
  • The Magic Sensitivity page is up, put to save you the trouble, he's a Tyro-level.
  • Skills have been updated. You have 22 points to allot, instead of 18 now.

Overall, a promising app. Let me know when you've finished the tweakings.
Last edited by TriStates on Thu Aug 06, 2015 9:41 pm, edited 1 time in total.
Vytautas wrote:There are two kinds of people in this world:
* people giving a fuck,
* people not giving a fuck,
Drink Vytautas, give a NEGATIVE FUCK!
The Burning Sun wrote:...you seem to experience what I shall completely non-offensively dub the Triplex, or TriStates Complex - you spend a ton of time crafting a beautiful work of collaboration, and then you mysteriously disappear...

The Starlight wrote:
TriStates wrote::( I don't like change...

It's coarse and dry and gets everywhere. :p

But I do get what you mean.
My Past Adventures: After World

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TriStates
Senator
 
Posts: 4695
Founded: Apr 24, 2012
Ex-Nation

A Few Announcements

Postby TriStates » Thu Aug 06, 2015 8:24 pm

Welp, today wasn't bad. I got done more than I had planned, but less than I had hoped. That said:

  • Most of the spoilers on the pages are now filled. A few of those still need some work. I'll get those done tonight, and tomorrow morning.
  • The Dramatis Personae, After World Bulletin, and Thread F.A.Q. & Helpful Links pages will be making their re-apperance in this thread from the old World Building one. I think I'll co-op the Adventure Page and put the Newsflash there. And the F.A.Q & Links in the Gamemaster Page.
  • A new Character Archive thread has been made. Returners, be sure to move your characters over from the Old Archive.
  • The skill point system has been amend from 18 to 22 starter points. This is my first time using such a system, so I'd like to get some second opinions on whether what I have set up is wonky or pretty decent.
  • Shout outs to The Titans Group, who helped me flesh out the 14 class system we are using when I was stumped. Without that, this thread would still be getting dusty in my drafts.


Overall, I think we did good. I'll be floating around P2TM and seeing what people I can wrangle to come and join After World. If you know anyone who might like this sort of thing, drop them a TG with a link and gush about how awesome it is :p

Any questions or concerns guys?
Vytautas wrote:There are two kinds of people in this world:
* people giving a fuck,
* people not giving a fuck,
Drink Vytautas, give a NEGATIVE FUCK!
The Burning Sun wrote:...you seem to experience what I shall completely non-offensively dub the Triplex, or TriStates Complex - you spend a ton of time crafting a beautiful work of collaboration, and then you mysteriously disappear...

The Starlight wrote:
TriStates wrote::( I don't like change...

It's coarse and dry and gets everywhere. :p

But I do get what you mean.
My Past Adventures: After World

User avatar
Brusia
Senator
 
Posts: 4505
Founded: May 22, 2007
Inoffensive Centrist Democracy

Postby Brusia » Thu Aug 06, 2015 8:35 pm

TriStates wrote:Welp, today wasn't bad. I got done more than I had planned, but less than I had hoped. That said:

  • Most of the spoilers on the pages are now filled. A few of those still need some work. I'll get those done tonight, and tomorrow morning.
  • The Dramatis Personae, After World Bulletin, and Thread F.A.Q. & Helpful Links pages will be making their re-apperance in this thread from the old World Building one. I think I'll co-op the Adventure Page and put the Newsflash there. And the F.A.Q & Links in the Gamemaster Page.
  • A new Character Archive thread has been made. Returners, be sure to move your characters over from the Old Archive.
  • The skill point system has been amend from 18 to 22 starter points. This is my first time using such a system, so I'd like to get some second opinions on whether what I have set up is wonky or pretty decent.
  • Shout outs to The Titans Group, who helped me flesh out the 14 class system we are using when I was stumped. Without that, this thread would still be getting dusty in my drafts.


Overall, I think we did good. I'll be floating around P2TM and seeing what people I can wrangle to come and join After World. If you know anyone who might like this sort of thing, drop them a TG with a link and gush about how awesome it is :p

Any questions or concerns guys?

I'm a little concerned about the new skills and rolls mechanics. I hate to have good, well developed characters' lives depend on the roll of a die, especially when there's a perma-death system in place.

Edit: I'm also a little concerned about the skill bonuses and penalties based on nationality (honestly, they seem a little stereotypical and I think some might view them as offensive).
Last edited by Brusia on Thu Aug 06, 2015 8:48 pm, edited 1 time in total.

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The Templar High Council
Post Marshal
 
Posts: 17188
Founded: Sep 27, 2013
Inoffensive Centrist Democracy

Postby The Templar High Council » Thu Aug 06, 2015 8:51 pm

teg
They call me Temp. If I take too long to respond, just TG me. Or TG me whenever, I'm online 90% of the time.
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And 2015 Most Involved in P2TM? On a roll now!
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Sonitusia
Negotiator
 
Posts: 6723
Founded: Mar 12, 2015
Ex-Nation

Postby Sonitusia » Thu Aug 06, 2015 8:56 pm

Leaving this here so it's not lost

Choice of Weapons: Earth Humans

Pistols
  • Pistole 640(b) - Otherwise known as the Browning Hi-Power, it was mostly used by Waffen-SS and Fallschirmjäger personnel. It is semi-automatic, chambered in 9x19mm or 7.65x21mm, and fires 13 rounds of ammunition in a short-recoil operation.
  • Dreyse Model 1907 - A semi-automatic pistol made since 1907, it can fire seven .32 ACP rounds semi-automatically. It is a symbol of Norwegian resistance.
  • Pistole M 37 Kal. 7.65 - Otherwise known as the FÉG 37M, it is chambered in .32 ACP and fires 7 rounds in a blowback semi-automatic action. Our version comes with a manual safety switch.
  • Pistole 621 - Otherwise known as the FN Model 1910, it became the basis of the later Walther PPK and Makarov pistols. It is also well known as the pistol that started the Great War. It has two choices of rounds, being .380 ACP in a 6-round magazine or .32 ACP in a 7-round magazine. It fires in a semi-automatic blowback action.
  • FN Model 1922 - The same as the FN Model 1910, this pistol comes with a longer barrel and can hold two extra rounds. This weapon is much more targeted for the Luftwaffe.
  • Pistole 657(n) - Otherwise known as the Kongsberg Colt, it fires a lethal .45 ACP round in a semi-automatic closed-bolt action. It can carry 7 rounds in its magazine.
  • Luger P08 - The iconic weapon of the Fatherland during the Great War and now during the Second World War, this pistol has choices of the 9x19mm or 7.65x21mm Parabellum round. Very rarely though, variants can be loaded with .45 ACP. It has a short-recoil semi-automatic action, and can fire 8 rounds or 32 round in a detachable drum.
  • Mauser HSc - This small pistol is generally used by the Kriegsmarine, and has choices of .32 ACP (8 round magazine) or .380 ACP rounds (7 round magazine). It fires in a semi-automatic blowback action.
  • Mauser C96 - A unique pistol that can come with or without a full wooden stock, you can choose from 7.63x25mm Mauser, 9x19mm Parabellum, or 8mm Gasser rounds. It has two noticeable variants, with the original have a semi-automatic short-recoil action, or the M712 Schnellfeuer, which can fire in fully-automatic. Both guns use 10-round magazines or stripper-clips.
  • Pistole 35(p) - Or known as the Vis pistol, it is the Polish version of the Browning GP. It fires eight 9x19mm Parabellum rounds in a semi-automatic closed-bolt action.
  • Pistole 12(ö) - Or known as the Steyr M1912, it is used in limited amounts by the Wermacht. It fires 9mm Luger, and comes in two forms. One is the basic semi-automatic version, and the other is a fully-automatic machine pistol. Both use 8-round magazines.
  • Sauer 38H - This weapon is unique as it uses an internal hammer. It uses .32 ACP rounds, and fires in a semi-automatic straight-blowback action.
  • Walther P38 - The service pistol of the Wermacht, it is intended to replace the expensive Luger pistols. It has a very unique double-action/single-action trigger, and fires 9x19mm Parabellum in a short-recoil locked breech action, and is semi-automatic.
  • Walther PP - Designed for police work, this reliable pistol has innovative safety features, like a firing pin block and a loaded chamber indicator. It uses either .32 ACP (9 rounds) or .380 ACP (8 rounds), and fires in a semi-automatic straight-blowback action.
  • Walther PPK - A more common variant of the Walther PP, it is simply smaller with a lower magazine capacity.

Rifles

  • Gewehr 98 - Although it was the service rifle of the Great War, this is no longer the case. It is limited in use, except in Der Führer's bodyguard unit. It fires five 7.92x57mm rounds, and is bolt-action.
  • Karabiner 98k - Now the standard service rifle of all branches in the Wermacht, this reliable weapon can be fired much faster than the old Gewehr 98. It still fires the same rounds and the same amount however, in the same bolt-action as its predecessor. But it is much shorter than the Gewehr 98, and still pertains the excellent accuracy of the older rifle.
  • Gewehr 33/40 (t) - A Czech built rifle, it fires the same rounds as the Kar 98k. It is generally issued to the mountain troops.
  • Gewehr 242(f) - Otherwise known as the MAS-36, it is mostly issued to the units based in France. It has a unique design which incorporates many features to make it a useful and tough rifle. It fires five 7.5x54mm French rounds per magazine in bolt-action.

Machine Guns
  • MG 15 - Loaded in 7.92x57mm rounds, this machine gun used to equip combat aircraft. It has recently been issued to ground troops as a light machine gun. It fires from a 75-round double-drum at 1,000 to 1,050 rounds per minute.
  • MG 34/41 - Also loaded with 7.92x57mm Mauser rounds, this gun was purpose built for ground forces. It is air-cooled, and like the MG 15 it is has an open-bolt action. It can choose between semi-automatic and fully-automatic fire with a switch, and can use 50/250-round belts, 50-round drums, or 75-round drum magazines if modified. It could sustain a fire rate of up to 1,200 rounds per minute.

Submachine Guns
  • MP 738(i) - An Italian made gun, it is used by the Wermacht, Waffen SS, and Fallschirmjäger. It has an impressively long effective range compared to our other submachine guns, and fires 9x19mm Parabellum rounds. One can choose from 10 to 40 round magazines, and it fires in a fully-automatic blowback action, at a rate of fire up to 600 rounds per minute.
  • MP 739(i) - Exactly the same as the MP 738(i), it simply has a foldable stock instead of full wood.
  • MP 18 - The first practical submachine gun the Fatherland has ever employed in combat, mostly used by the Sturmtruppen. It was so good in fact, that the English and Communists made their own copy, called the Lanchester and PPD-40. This weapon fires 9x19mm Parabellum or 7.63x25mm Mauser in 20, 30, or 50-round magazines fully-automatically, with an open bolt-blowback action, and fires at around 500 rounds per minute.
  • MP 34(ö) - This submachine gun was manufactured for the Austrian police, but we also employed it to some units of the Waffen-SS and Wermacht. It has a manual safety and could be used with a detachable bipod. It uses 9x19mm Luger Parabellum rounds in 20 or 32-round magazines, and fires at around 500 rounds a minute.
  • MP 35 - Built by the same company that made the MP 18, it was built from the Danish MP 32. It features a safety similar to the Mauser rifle, and could fire at different rates depending on the pressure applied to the trigger. Oddly, it loads its magazines from the right, rather than the usual left side. It can fire at around 540 rounds per minute, using 24 or 32-round box magazines chambered in 9x19mm Luger Parabellum.
  • MP 38/40 - The first submachine gun to ever use plastic instead of wood, making it incredibly lighter than usual submachine guns. The problem is, the weapon is unbelievably expensive to mass-produce and is also prone to jamming. This is fixed, simplified, and made cheaper in the MP 40. It fires 9x19mm Parabellum from a 32-round box magazine, at a maximum rate of 500 rounds per minute.
  • MP 40 - The modern, simplified, and currently the most popular submachine used by our forces, this submachine gun is simple to manufacture due to a generous amount of stamped steel used instead of machined parts. It is currently in use by paratroopers, infantrymen, platoon and squad leaders all over the Western and Eastern front. It fires 9x19mm Parabellum from 32-round box magazines or 64-round dual magazines. Its rate of fire goes up to 550 rounds per minute.
  • MP 722(f) - Recently accepted, it was originally known as the MAS-38 by the French. This weapon has an unusual receiver layout, but is very high-quality and has very excellent accuracy. It does however use underpowered 7.65x20mm rounds when compared to our standard 9mm Parabellum, but its rate of fire compensates for this. It uses 32-round magazines and fires up to an astounding 700 rounds per minute.

Other Weapons
  • Panzerbüchse 39 - An improvement of the Panzerbüchse 38, this anti-tank rifle has very few differences with its ancestor. It has a longer length, a lighter weight, and can carry more magazines. However, it performs exactly the same as the PzB 38, and the changes were made for comfort and ease of use. It can penetrate 25mm of steel armor at 300 meters, and is chambered with 7.92x94mm Patronen rounds. These are carried in 10-round box magazines and the weapon uses a bolt-action system.
  • Flammenwerfer 35 - A one man flamethrower device, this is a very lethal and powerful close-range weapon. It can launch and sustain a stream of fire for up to 10 seconds at a time, with a range of 25 meters or 30 meters at the maximum. It uses a 3 gallon gasoline compound as fuel and a tank of nitrogen to propel the flames.

Pistols
  • Colt M1911A1 - One of the standard sidearms of most of our forces, this nifty little handgun is quite the beauty. Firing semi-automatically, with a 7-round magazine packed with .45 ACP rounds, this weapon is one of the best we have.
  • Colt Official Police - For those officers that want to go in with old-school style, this is the weapon of choice. This is your classic 6-round revolver, used chiefly by police and other law enforcement. Packing .38 Special rounds, it fires in typical double-action.
  • M1917 Revolver - Although now out of service, this First World War pistol is nothing to laugh about. It uses .45 ACP rounds in a 6-round cylinder, and packs a decent punch that'll put your enemies back in a trench.
  • Smith & Wesson Model 10 - Fighting alongside the M1911A1 is this well made design. Firing .38 Special rounds from a 6-round cylinder, it is issued to both the Army and Navy.

Rifles
  • M1 Garand - The best rifle in the inventory, we've got this semi-automatic trooper-stopper. Firing .30-06 Springfield rounds from an 8-round en-bloc clip semi-automatically, and having a range better than most rifles to this day, it is a very fearsome weapon to handle. Watch your thumb though, careless handling can make grave mistakes. PS, the ping is not a enemy toasting breed, it´s you running dry.
  • M1903 Springfield - Unwavering despite age, this deadly rifle is generally issued to marksmen. Having a much larger range than the M1 Garand has kept this weapon in service, with the Air Service variant having a whopping 25-rounds in its internal magazine. It fires .30-06 Springfield, usually from a 5-round clip, in bolt-action.
  • M1917 Enfield - Based upon the legendary Lee-Enfield rifle, this WW1 era rifle has heroic blood in its name. Nowadays it is issued to the deadly mortar and artillerymen, protecting them from close-range harm. It fires just as rapidly as a normal Lee-Enfield despite being bolt-action, utilizing .30-06 Springfield in a 6-round magazine and 5-round reload clips.

Submachine Guns
  • M1A1 Thompson - The police and mafia weapon, here we have the Chicago Typewriter. It is well suited for close-range combat, where its compact size, powerful .45 ACP rounds, and high rate of fire can be used at maximum effect. It has choices of 20-round stick/box magazines, 30-round stick/box magazines, 50-round drum magazines, and 100-round drum magazines, firing at up to 725 rounds per minute.
Machine Guns
  • Browning M1918A2 more akin to a full-auto rifle, this man stopper fires the powerful .30-06 round from a 20 round magazine, able to pick off a enemy at a long range it is a perfect weapons, had it not consumed it´s ammo faster then a family consumes a turkey at thanksgiving
  • M1941 Johnson LMG A innovative weapon, still firing the .30-06 round. This weapon feeds from a 25 round magazen, loaded from the left side of the gun. If features both a inventive system to fix the muzzle climb, and the ammo consumption. Making it a bit better for the trigger happy soldier, plus, you get a free bi-pod
  • M1919A4 Browning machine gun A improved version of the gun that saw service in the trenches of ww1. this gun fires myriad of calibres, but this one shoots the .30-06 round. usually it feeds from a 250 round belt. the weapon is so heavy that a trooper carry the gun, and some ammo, another carry the tripod, and some ammo, while a third soul carry most of the ammo.

Shotguns
  • Winchester M1897
  • Winchester M12
  • Browning Auto-5
  • Winchester Model 21
  • Remington 31
  • Ithaca 37


Also, is there no mention of Nusantara or...?
Last edited by Sonitusia on Thu Aug 06, 2015 8:59 pm, edited 1 time in total.
DEITY OF BAD-TIMING
Check out my Deviantart for shit drawings!
Member of Task Force Atlas
Holy Messenger of Imperialjapanism and Twin Sibling of Shyluz
Shyluz wrote:The second 'tanks' was said, it was all over.

Gensokyu wrote:So that happened.

They say that in the great wars of NS Summer, there was one who did not fight with blood, but with iron. They named this one the Master of Tanks, and the thunderous sound of cannon and the rattling of machine guns could be heard far and wide, the crossroads before the capital of CotM being defended by this valiant one until it stood alone. Shitposters layed in droves, and entire army having been slain by the might of Sonitusia, Master of Tanks, Commandant of Iron, and Slinger of Shells.

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Empire of Donner land
Negotiator
 
Posts: 6693
Founded: Jun 28, 2015
Democratic Socialists

Postby Empire of Donner land » Thu Aug 06, 2015 9:09 pm

Most of my contributions are on the world build so I hope you don't forget those :)

Also TEG.
Heyo.
The Collected Entries Of Me In A Nutshell
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"Everything is wrong. Everything" - URA

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Ulvenes
Powerbroker
 
Posts: 8712
Founded: Aug 07, 2014
Ex-Nation

Postby Ulvenes » Thu Aug 06, 2015 9:16 pm

Tag
I cannot watch youtube, so please stop giving me links there.
Love Few, Trust Fewer.
Do you Bark?

Zarkenis Ultima wrote:You're not a pup, you're a majestic canine creature. He's a silly pup. -nods-

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TriStates
Senator
 
Posts: 4695
Founded: Apr 24, 2012
Ex-Nation

Postby TriStates » Thu Aug 06, 2015 9:24 pm

Brusia wrote:I'm a little concerned about the new skills and rolls mechanics. I hate to have good, well developed characters' lives depend on the roll of a die, especially when there's a perma-death system in place.

Edit: I'm also a little concerned about the skill bonuses and penalties based on nationality (honestly, they seem a little stereotypical and I think some might view them as offensive).


In the unfortunate circumstance that my D20 hates you, and your character meets Death on a role, I or a Co-Op probably do one of three things after checking out the sish:

1) See if you deserved it. In which case, you die. Plain and simple. Not that I ever see you doing this, but if a character does something asinine (Example: decideds to fight a Dragon solo straight out of the Maelstrom) that got him/her to this point, and the roll wasn't in the PC's favor... Hope you like filling out character apps, cause you'll need another.
2) Fudge the numbers, and have you walk away. Either I'd roll again, or give you a major case of Near-Death Syndrome. This pertains to those weird situations when luck just fails your character, and making you take the Roll would be really unfair.
3)Work it out in TG. This is one of the longer decisions, and the IC freezes in the meantime. Me, or whoever is gamemaster at the time, will talk it out with the player over TG and figure out what they want to do at this point. This sort of works as Plea Bargin, in which the player can submit an alternative to character death.

As for the Skills & Nationalities, I think you're over thinking it. Anything I put as a penalty or a bonus can seem stereotypical if you look at it right. Besides, this is P2TM. In General, racism makes players cry. Here, from what I've seen, players could make racism cry.

Also, silly goose, you re-posted the old app in the 'Chive. The new uses our class and skill system, which the old one doesn't have. Just swap the info onto the new template and break out the calculator. Should take you less than 10 minutes.

The Templar High Council wrote:teg


Knew you couldn't stay away from all this Fantasy sexyness. When you appin' ?

Sonitusia wrote:Leaving this here so it's not lost.

Also, is there no mention of Nusantara or...?


Sorry, I don't know who/what your talking about. Its been a rough couple days of allnighters, so refresh my mind please.

Empire of Donner land wrote:Most of my contributions are on the world build so I hope you don't forget those :)

Also TEG.


Dude, you gave me Arctic Angel Golems. How do I even forget about that :p

In due time, I'll have everything put away in its own spoiler and page.
Last edited by TriStates on Thu Aug 06, 2015 9:32 pm, edited 4 times in total.
Vytautas wrote:There are two kinds of people in this world:
* people giving a fuck,
* people not giving a fuck,
Drink Vytautas, give a NEGATIVE FUCK!
The Burning Sun wrote:...you seem to experience what I shall completely non-offensively dub the Triplex, or TriStates Complex - you spend a ton of time crafting a beautiful work of collaboration, and then you mysteriously disappear...

The Starlight wrote:
TriStates wrote::( I don't like change...

It's coarse and dry and gets everywhere. :p

But I do get what you mean.
My Past Adventures: After World

User avatar
Sonitusia
Negotiator
 
Posts: 6723
Founded: Mar 12, 2015
Ex-Nation

Postby Sonitusia » Thu Aug 06, 2015 9:28 pm

Operation Unthinkable; A.E.F. Personnel File

Required Information


Name|Rank|Role:
Erich Barkmann|Hauptmann/Lieutenant|Commander of a highly trained tank platoon NA

Age|Height|Weight:
27|184.2cm|81kg

Allegiance|Character Class:
The Third Reich|Medic

Magic Sensitivity:
Tyro-class

D.O.B|Birthplace|Nationality
20th July, 1913|Aachen, Germany|German

Sex|Gender:
Male|Bi

Skills

Strength - 2 (+1) = 3
Perception - 4 (+1) = 5
Endurance - 4 (-1) = 3
Charisma - 3
Intelligence - 4
Agility - 2
Luck - 3

Appearance Image & Description:
Image



Non-Required Information


Past Occupations, Positions, Roles, Ranks and Achievements: A university student who majors in medical chemistry, loader, gunner and commander of several panzers, and recipient of the Iron Cross 1st class.

Equipment:
  • Default Main Weapon & Specials: MP 738(i) / MAS-36
  • Default Sidearm: Mauser C96
  • Additional Munitions: Klappspaten entrenching tool (foldable shovel) and Panzerknackers
  • Uniform Model: Standard-issue German tank commander uniform
  • Misc. & Other Stuff: Always carries around some Scho-Ka-Kola to calm his nerves, a wallet full of reichsmarks and poundsterlings, a watch, and a small notepad.

Moral Alignment: Lawful Evil

Biography:
Erich was born and raised in Aachen, where he was self-taught by his father, a leading mind in the field of medical chemistry. It's no wonder that Erich was able to obtain a letter of recommendation to the University of Tübingen, where he studied in his father's footsteps and dreamed of carrying on that legacy. When the war broke out however, he felt obligated to serve his country, and volunteered for the armed forces, throwing away all of his dreams in the name of Germany. On the day he did so however, his father passed away, tearing his heart to pieces as he'd never get to show his father how he'd become.

Not actually a large follower of the Third Reich and its ideology, he only did it for his country. He started off as the loader of a Panzer II light tank, where he was often joked about for being a chemist's son. He took constant insults from comrades, building up a terrible anger inside him, but it all ended during his first combat mission. The gunner had been severely wounded from Polish anti-tank fire and the commander had already been hit by an enemy sniper beforehand. Without any further thinking, he jumped into the gunner's seat, and began giving orders to the driver despite his lower position. They finished the objective, and managed to come back to friendly lines unscathed. It was through this heroic action that Erich would quickly rise ranks and become the tank commander he is today.

Personality: He is willing to do whatever he can for his country, but that doesn't mean he does it for the cause. He tends to overthink things at times, but can be very ingenuitive when doing so. His distaste for Americans is rather more due to their rather crude personalities, whereas he enjoys the company of British as they are gentlemen even when lively.
Likes: Chocolate, writing, British, chemistry

Dislikes: Americans, alcohol

Theme Song: Unbreakable - Fireflight (Acoustic Cover)

Leave This In Your App:
By posting this application, I have made a great app, read the OP, and am not a complete
Image
Last edited by Sonitusia on Thu Aug 06, 2015 9:30 pm, edited 1 time in total.
DEITY OF BAD-TIMING
Check out my Deviantart for shit drawings!
Member of Task Force Atlas
Holy Messenger of Imperialjapanism and Twin Sibling of Shyluz
Shyluz wrote:The second 'tanks' was said, it was all over.

Gensokyu wrote:So that happened.

They say that in the great wars of NS Summer, there was one who did not fight with blood, but with iron. They named this one the Master of Tanks, and the thunderous sound of cannon and the rattling of machine guns could be heard far and wide, the crossroads before the capital of CotM being defended by this valiant one until it stood alone. Shitposters layed in droves, and entire army having been slain by the might of Sonitusia, Master of Tanks, Commandant of Iron, and Slinger of Shells.

User avatar
Sonitusia
Negotiator
 
Posts: 6723
Founded: Mar 12, 2015
Ex-Nation

Postby Sonitusia » Thu Aug 06, 2015 9:31 pm

TriStates wrote:Sorry, I don't know who/what your talking about. Its been a rough couple days of allnighters, so refresh my mind please.
It's what :P
Æsir Faction Application

Faction Name: The Nusantaran Empire

Faction Banner:
Image


Faction History In Æsir: For many years, the Malay world was compromised of several kingdoms throughout every island. Among them was the Nusantaran Empire, a very diplomatic kingdom with a very well known ability in trade. For several generations this went on, until finally came the time of Rajasanegara, who had different ideals for his people.

Born from the belief that the Malay world should be under one, supreme rule, the Nusantaran Empire quickly became a military power, destroying opposing kingdoms all over the archipelago within several years, using decisive tactics, a powerful navy, and dynamic military forces. They are also quick to learn of dark arts, and study multiple paths of magic through the many centers of knowledge that they have assimilated into their Empire. The prime minister under Rajasanegara has become one of the greatest that this Empire will ever see.

Description of Faction Leader: King Rajasanegara Jayawishnuwardhana

Description of Faction Characters :
Prime Minister Singa Mada - Literally meaning the 'Lion General', this is a prime minister with a heart of steel. Singa Mada is very ambitious, and is so serious in his oath to conquer all of the Malay World, that he will not touch a single grain of spice until all is under his control. He is very devout to his beliefs and he tends to force it upon all beings under his rule. His stature is as an imposing general, with a well built body and he wears the attire of a Nusantaran Prime Minister. In combat, he is capable of controlling some of the strongest creatures that roam in Nusantara, primarily the Rakhsasa, who are extremely violent to humanoid beings. His physical and close-range skills are also unmatched, being one of the strongest sakti in Nusantara.

Through all this, he's gained a bit of arrogance, although not to his people. This is mostly pointed at foreigners, and he is not exactly one of the friendliest people to be with if you're not from his empire.
Sangkuriang
Iskandar Muda

Location In The Realm: South-East Ardena

Physical Description: A huge archipelago containing thousands of islands, it has subtropical jungles, mountains, and plains.

Population: 18,845,000
    # of Villages - 60,000: 18,000,000
    # of Towns - 56: 140,000
    # of Cities - 43: 430,000
    # of Big Cities - Adipura: 100,000
    Capitol - Suroboyo: 175,000

Military Forces: (1,800,000 fighters total) The forces of Nusantara are generally focused more on naval combat than fighting an all out war on land. They prefer to eliminate their enemies at sea before they even reach land. Should they do so however, it will become a war of attrition, with the army employing constant guerrilla strategies, terrorizing tactics, and close range fighting.

The technology of the Nusantaran Military is very much more prominent in its naval vessels, and it is most closely tied with early 16th century Spain in this matter. Its army however is still underwhelming, with bows being the only prominent ballistic weapon. They do however possess dark and elemental magic, which helps suffice as support when the battle calls for it, as does the navy.
  • Regular Navy - (350,000 personnel) The numbers reach up to 120 ships all across the archipelago, the majority of which are very modern and rarely use full oar or sail power. These ships are generally carracks, square-rigged caravels, and combat junks. These ships are armed with multitudes of weapons, including fire, catapults, and of course the ability to employ the hantu air.
  • Reserve Navy - (450,000 personnel) 210 ships, all of which are trade ships. They are a much less modern ships than the Regular Navy, but are still capable of using the hantu air along with their weaker armaments.
  • Regular Army - (650,000 troops) Although not one of the best armed in Æsir, these men are highly trained in close combat fighting. Their magic capabilities are also feared, with control over the undead, spirits, other creatures around Nusantara, and elemental spells. Their military technology is quite behind, consisting mostly of well made daggers, swords, shields, and bows.
  • Reserve Army - (50,000 troops) Militia that is called upon because of their prominent ability in magic. These men and women (the only force to employ women) are the best in spellcraft compared to their friends and family. Their armaments are generally whatever they own.

Other:
Have You Read The Commandments?: Yes
Have You Read The Lore?: Not yet, will do
Leave This In Your App: Fegelein!
Last edited by Sonitusia on Thu Aug 06, 2015 9:33 pm, edited 1 time in total.
DEITY OF BAD-TIMING
Check out my Deviantart for shit drawings!
Member of Task Force Atlas
Holy Messenger of Imperialjapanism and Twin Sibling of Shyluz
Shyluz wrote:The second 'tanks' was said, it was all over.

Gensokyu wrote:So that happened.

They say that in the great wars of NS Summer, there was one who did not fight with blood, but with iron. They named this one the Master of Tanks, and the thunderous sound of cannon and the rattling of machine guns could be heard far and wide, the crossroads before the capital of CotM being defended by this valiant one until it stood alone. Shitposters layed in droves, and entire army having been slain by the might of Sonitusia, Master of Tanks, Commandant of Iron, and Slinger of Shells.

User avatar
The Templar High Council
Post Marshal
 
Posts: 17188
Founded: Sep 27, 2013
Inoffensive Centrist Democracy

Postby The Templar High Council » Thu Aug 06, 2015 9:36 pm

TriStates wrote:
The Templar High Council wrote:teg


Knew you couldn't stay away from all this Fantasy sexyness. When you appin' ?

Shuixing are still on the map, right?

I guess for now, they'll remain a mysterious foreign faction. If the app was changed, I'll have to rework what I have into that.
They call me Temp. If I take too long to respond, just TG me. Or TG me whenever, I'm online 90% of the time.
Anime God of P2TM, Last of Lithianity, Bro to All, & P2TM's Villain in Glasses. Kacheen!
2014 P2TM Lifetime Achievement Award Winner. During my first year on NS. Go figure.
And 2015 Most Involved in P2TM? On a roll now!
----->Founder of The Council of the Multiverse community.<-----

User avatar
Empire of Donner land
Negotiator
 
Posts: 6693
Founded: Jun 28, 2015
Democratic Socialists

Postby Empire of Donner land » Thu Aug 06, 2015 9:44 pm

Arctic Angel Golems. I like the sound if that. I think i would Call the 'race' (if you could call them a race) Erisians.

I'm guessing since the north and south poles aren't on the map I can write something to make them show up in Greenland.
Last edited by Empire of Donner land on Thu Aug 06, 2015 9:45 pm, edited 1 time in total.
Heyo.
The Collected Entries Of Me In A Nutshell
"Donner: A chill guy who has no chill" - Esgonia
"Everything is wrong. Everything" - URA

User avatar
TriStates
Senator
 
Posts: 4695
Founded: Apr 24, 2012
Ex-Nation

Postby TriStates » Thu Aug 06, 2015 9:49 pm

Sonitusia wrote:Operation Unthinkable; A.E.F. Personnel File

Required Information


Name|Rank|Role:
Erich Barkmann|Hauptmann/Lieutenant|Commander of a highly trained tank platoon NA

Age|Height|Weight:
27|184.2cm|81kg

Allegiance|Character Class:
The Third Reich|Medic

Magic Sensitivity:
Tyro-class

D.O.B|Birthplace|Nationality
20th July, 1913|Aachen, Germany|German

Sex|Gender:
Male|Bi

Skills

Strength - 2 (+1) = 3
Perception - 4 (+1) = 5
Endurance - 4 (-1) = 3
Charisma - 3
Intelligence - 4
Agility - 2
Luck - 3

Appearance Image & Description:


Non-Required Information


Past Occupations, Positions, Roles, Ranks and Achievements: A university student who majors in medical chemistry, loader, gunner and commander of several panzers, and recipient of the Iron Cross 1st class.

Equipment:
  • Default Main Weapon & Specials: MP 738(i) / MAS-36
  • Default Sidearm: Mauser C96
  • Additional Munitions: Klappspaten entrenching tool (foldable shovel) and Panzerknackers
  • Uniform Model: Standard-issue German tank commander uniform
  • Misc. & Other Stuff: Always carries around some Scho-Ka-Kola to calm his nerves, a wallet full of reichsmarks and poundsterlings, a watch, and a small notepad.

Moral Alignment: Lawful Evil

Biography:
Erich was born and raised in Aachen, where he was self-taught by his father, a leading mind in the field of medical chemistry. It's no wonder that Erich was able to obtain a letter of recommendation to the University of Tübingen, where he studied in his father's footsteps and dreamed of carrying on that legacy. When the war broke out however, he felt obligated to serve his country, and volunteered for the armed forces, throwing away all of his dreams in the name of Germany. On the day he did so however, his father passed away, tearing his heart to pieces as he'd never get to show his father how he'd become.

Not actually a large follower of the Third Reich and its ideology, he only did it for his country. He started off as the loader of a Panzer II light tank, where he was often joked about for being a chemist's son. He took constant insults from comrades, building up a terrible anger inside him, but it all ended during his first combat mission. The gunner had been severely wounded from Polish anti-tank fire and the commander had already been hit by an enemy sniper beforehand. Without any further thinking, he jumped into the gunner's seat, and began giving orders to the driver despite his lower position. They finished the objective, and managed to come back to friendly lines unscathed. It was through this heroic action that Erich would quickly rise ranks and become the tank commander he is today.

Personality: He is willing to do whatever he can for his country, but that doesn't mean he does it for the cause. He tends to overthink things at times, but can be very ingenuitive when doing so. His distaste for Americans is rather more due to their rather crude personalities, whereas he enjoys the company of British as they are gentlemen even when lively.
Likes: Chocolate, writing, British, chemistry

Dislikes: Americans, alcohol

Theme Song: Unbreakable - Fireflight (Acoustic Cover)

Leave This In Your App:
By posting this application, I have made a great app, read the OP, and am not a complete
(Image)


Mkay, lets start:

  • The first four player apps posted will have to be different classes, so that Argo doesn't start off unbalanced. As it is right now, Argo's offensive and defensive capability isn't looking so hot with two Medics. And since CC beat you to posting first, I'm going to have to request a Class change from you. :( Srry bru w3 kool?
  • Most awesome choice of ambiance music. I will definitely make that a thread theme, as well as your characters theme.
  • Unless you are a Super Heavy, you cannot have a Special Weapon. (At least, thats what I think you meant by putting that MAS beside the MP 738)

Empire of Donner land wrote:Arctic Angel Golems. I like the sound if that. I think i would Call the 'race' (if you could call them a race) Erisians.

I'm guessing since the north and south poles aren't on the map I can write something to make them show up in Greenland.


Unless you have an opposing preference, I am going to put them under the Creature label, since they (a) are not humanoid & (b) would fall more into the category of intelligent beast.

Also, we can stick them in Iceland if you'd like. That way they are closer to Europa, and might even be a destination for our characters in the near chapters.
Last edited by TriStates on Thu Aug 06, 2015 9:53 pm, edited 3 times in total.
Vytautas wrote:There are two kinds of people in this world:
* people giving a fuck,
* people not giving a fuck,
Drink Vytautas, give a NEGATIVE FUCK!
The Burning Sun wrote:...you seem to experience what I shall completely non-offensively dub the Triplex, or TriStates Complex - you spend a ton of time crafting a beautiful work of collaboration, and then you mysteriously disappear...

The Starlight wrote:
TriStates wrote::( I don't like change...

It's coarse and dry and gets everywhere. :p

But I do get what you mean.
My Past Adventures: After World

User avatar
TriStates
Senator
 
Posts: 4695
Founded: Apr 24, 2012
Ex-Nation

Postby TriStates » Thu Aug 06, 2015 9:53 pm

Sonitusia wrote:
TriStates wrote:Sorry, I don't know who/what your talking about. Its been a rough couple days of allnighters, so refresh my mind please.
It's what :P
Æsir Faction Application

Faction Name: The Nusantaran Empire

Faction Banner:
Image


Faction History In Æsir: For many years, the Malay world was compromised of several kingdoms throughout every island. Among them was the Nusantaran Empire, a very diplomatic kingdom with a very well known ability in trade. For several generations this went on, until finally came the time of Rajasanegara, who had different ideals for his people.

Born from the belief that the Malay world should be under one, supreme rule, the Nusantaran Empire quickly became a military power, destroying opposing kingdoms all over the archipelago within several years, using decisive tactics, a powerful navy, and dynamic military forces. They are also quick to learn of dark arts, and study multiple paths of magic through the many centers of knowledge that they have assimilated into their Empire. The prime minister under Rajasanegara has become one of the greatest that this Empire will ever see.

Description of Faction Leader: King Rajasanegara Jayawishnuwardhana

Description of Faction Characters :
Prime Minister Singa Mada - Literally meaning the 'Lion General', this is a prime minister with a heart of steel. Singa Mada is very ambitious, and is so serious in his oath to conquer all of the Malay World, that he will not touch a single grain of spice until all is under his control. He is very devout to his beliefs and he tends to force it upon all beings under his rule. His stature is as an imposing general, with a well built body and he wears the attire of a Nusantaran Prime Minister. In combat, he is capable of controlling some of the strongest creatures that roam in Nusantara, primarily the Rakhsasa, who are extremely violent to humanoid beings. His physical and close-range skills are also unmatched, being one of the strongest sakti in Nusantara.

Through all this, he's gained a bit of arrogance, although not to his people. This is mostly pointed at foreigners, and he is not exactly one of the friendliest people to be with if you're not from his empire.
Sangkuriang
Iskandar Muda

Location In The Realm: South-East Ardena

Physical Description: A huge archipelago containing thousands of islands, it has subtropical jungles, mountains, and plains.

Population: 18,845,000
    # of Villages - 60,000: 18,000,000
    # of Towns - 56: 140,000
    # of Cities - 43: 430,000
    # of Big Cities - Adipura: 100,000
    Capitol - Suroboyo: 175,000

Military Forces: (1,800,000 fighters total) The forces of Nusantara are generally focused more on naval combat than fighting an all out war on land. They prefer to eliminate their enemies at sea before they even reach land. Should they do so however, it will become a war of attrition, with the army employing constant guerrilla strategies, terrorizing tactics, and close range fighting.

The technology of the Nusantaran Military is very much more prominent in its naval vessels, and it is most closely tied with early 16th century Spain in this matter. Its army however is still underwhelming, with bows being the only prominent ballistic weapon. They do however possess dark and elemental magic, which helps suffice as support when the battle calls for it, as does the navy.
  • Regular Navy - (350,000 personnel) The numbers reach up to 120 ships all across the archipelago, the majority of which are very modern and rarely use full oar or sail power. These ships are generally carracks, square-rigged caravels, and combat junks. These ships are armed with multitudes of weapons, including fire, catapults, and of course the ability to employ the hantu air.
  • Reserve Navy - (450,000 personnel) 210 ships, all of which are trade ships. They are a much less modern ships than the Regular Navy, but are still capable of using the hantu air along with their weaker armaments.
  • Regular Army - (650,000 troops) Although not one of the best armed in Æsir, these men are highly trained in close combat fighting. Their magic capabilities are also feared, with control over the undead, spirits, other creatures around Nusantara, and elemental spells. Their military technology is quite behind, consisting mostly of well made daggers, swords, shields, and bows.
  • Reserve Army - (50,000 troops) Militia that is called upon because of their prominent ability in magic. These men and women (the only force to employ women) are the best in spellcraft compared to their friends and family. Their armaments are generally whatever they own.

Other:
Have You Read The Commandments?: Yes
Have You Read The Lore?: Not yet, will do
Leave This In Your App: Fegelein!


Cool. I'll be sure to throw it up as a Canon faction. Did you post it in the Faction Archive yet?

The Templar High Council wrote:
TriStates wrote:
Knew you couldn't stay away from all this Fantasy sexyness. When you appin' ?

Shuixing are still on the map, right?

I guess for now, they'll remain a mysterious foreign faction. If the app was changed, I'll have to rework what I have into that.


Yep, they are. Speaking of maps, you in the mood for putting color dots in smaller color dots? :p I need some maps made.

Only the character app has been changed Temp. The Faction is fine as it is.
Vytautas wrote:There are two kinds of people in this world:
* people giving a fuck,
* people not giving a fuck,
Drink Vytautas, give a NEGATIVE FUCK!
The Burning Sun wrote:...you seem to experience what I shall completely non-offensively dub the Triplex, or TriStates Complex - you spend a ton of time crafting a beautiful work of collaboration, and then you mysteriously disappear...

The Starlight wrote:
TriStates wrote::( I don't like change...

It's coarse and dry and gets everywhere. :p

But I do get what you mean.
My Past Adventures: After World

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