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The Deserts of G'haz (OOC/Fantasy/OPEN)

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The Central Fascist Empires
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The Deserts of G'haz (OOC/Fantasy/OPEN)

Postby The Central Fascist Empires » Mon May 09, 2016 9:31 am

The Deserts of G'haz


Image




The Roleplay

For thousands of years the Deserts of G’haz stood as a testament to the strength of mankind. For thousands of years man travelled the barren deserts and called it their home. And for thousands of years man has struggled to hold their place against the other races and creatures that call this desolate wasteland their home. It is often said that the Gods themselves dare not venture into these cursed lands. Yet the native people of these deserts that have endured and build great cities and monuments that boast of their strength. To the North of the Desert lie the Great Plains where Orcish Warbands and Elven Kings make their home. Further North is the Bleeding Forest, a land of constant war, where the immortal Kingdom of Qyrys stands alone against hordes of Northman that raid its shores. To the East are the Kasqyn Mountains where Orcs and Dwarves clash for dominance over the jewels and gold trapped below. Yet it is here in this desert that history was changed. It is in this desert, lifeless and empty, that a Kingdom will fall. It is in the Great City of Iblid that the Noble Houses clash for control. The House of Alharis still wields tight control over the city and their subjects. Yet the noble houses grow bitter and tired of their place. The fate of this Desert City rests in your hands. Only the gods will tell whether your family will rise or fall or how your story will be told.


You will make a character or a house and roleplay their lives in this world. This roleplay is set in the Middle Ages. Some leniency will be given in terms of tech but do not expect much more than swords. The roleplay will be shaped by the actions of the player, however, I reserve the right to create events that will allow for new roleplay possibilities. These events will be done in such a way as to not intrude in your roleplay experience, but to allow you to further enjoy the roleplay and get more involved if you wish. You can ignore these if you want to, but they are there to provide you with something to do. There is a story that will be told through the eyes of the Royal Family. This story is not yet set in stone and I will determine the outcome as the roleplay goes on. The outcome is based upon how you, the roleplayer, decide to involve yourself in it. You can be a main character in the story if you wish. You can join in and shape it or be in the background. In this roleplay you will choose between three starting races and can add more if you request it. You can create a noble house or a guild/knighthood and you can focus solely on your own affairs, or involve yourself in the affairs of other roleplayers. You may join already existing guilds/knighthoods unless the player running them objects to it. This roleplay is character based meaning that it will focus more on the characters and their story. However war, intrigue, and diplomacy will all be important to determining the outcome of this RP. Forge alliances, backstab people, do whatever so long as it's fun!


1. Be respectful. No insults and no hate.

2. It's alright to post OOC in IC, but keep it to a sentence. This is only accepted if it follows an IC post and is done to clarify something. If you want to talk about an unrelated topic talk about it in OOC I'd be more than glad to converse with you all. Just not in IC.

3. No Godmode.

4. Post with proper grammar. My grammar is not the best, but try to write well. Post in third person and in past tense. This is more personal than anything. I prefer it and think it works best for this sort of roleplay.

5. Connects with rule #3. Do not kill another player or conquer their territory without their permission. On top of that do not march your troops into and conquer a territory in one post. Detail movements of your soldiers. It is interesting that way. If you do not follow these rules it is godmode and I will invalidate it.

6. My word word is law.

7. TG me if you need help. I don't mind.


Code: Select all
Character App (Remove parentheses):

Name:
Age:
Race(Human/Elf/Dwarf):
Appearance:
Religion (create and add short description):
Traits(You may choose 2):
Property/Inventory(You may choose 2):
Spells (You may choose 1):
Faction:
Wealth:

Skills(You have 30 points to allocate between Martial, Stewardship and Intrigue):

Martial (Combat skill): 1-20
Stewardship (Organizational ability): 1-20
Intrigue (Ability to deceive and convince): 1-20
Piety: 1-20
Loyalty (to faction): 1-20
Renown(Fame): 1-20


Code: Select all
Guild/Knighthood Application:

Name:
Purpose:
Size:
Wealth:
Loyalty(If any):
Races Accepted:
Motto/Banner (If any):

Code: Select all
Noble House Application:

Name:
Lord:
Wealth:
Loyalty:
Banner/Motto:
Knighthood(if any):


Locations:

The Kings Palace is a rather large district. While it is not just the Kings Palace the district has the name because it is the Kings residence. The area is heavily guarded and access is restricted to those who do not reside within and to those without a royal decree granting passage.


The Commons is towards the Southern side of the city. It is the largest district and is filled with the worst of people. Things sell here for cheap and is the best place to come if you are looking for illegal goods.


The Grand Market is a rather small district. Here is where you will find everything. Weapons, food, armor, horses, and more. Merchants from around the world venture here and it is a good place to get gold.


The House of Priests is a religious district bordering the Kings Palace. It is here that all faiths have their temples. The use of magic within the House of Priests is strictly forbidden and punishable by death. However blessings are given to those faithful by priests and many travellers stop here to ask for protection from their gods.


A rather appropriate name considering this is where the Bank of Iblid is. The Bank holds the Kings wealth and is heavily guarded and kept under constant watch. There have, however, been many attempts at robbing the bank and a few successful ones.


All trade flows through the harbor. The district is known for the prostitutes and drunkards that line its streets. A good place to rest for a traveller.


The Workings of the Roleplay

Health:

You start with 50 points of health. In past RPs I struggled with managing combat and it often resorted to people OPing. Now without weapons you will deal 3 point of damage. Health can be replenished by eating food, drinking, sleeping, and magic. Once your health reaches 0 you will die and can be revived by another player through magic or by me through a "blessing" depending on your religion. During that time you cannot roleplay that character. If you want a character do die for the sake of your roleplay you are free to do so. You regenerate 10 points of health every time you sleep and you are required to post your characters health before every post. With every meal you regain 5 points of health.

Damage:

Damage is proportional to the weapon you wield, your martial skill, your health, and your ability to wield said weapon and the traits you have.

1-9: Deals 0 points damage with fists. -2 with light weaponry and ranged. -3 with heavy weaponry.

10-19: Deals 1 damage with fists. -1 light weaponry and ranged. -2 with heavy weaponry.

20-29: Deals 4 damage with fists. 0 light weaponry and ranged penalty. -1 with heavy weaponry.

30+: Normal damage.


1-5: No buff.

5-9: +1 to damage.

10-14: +2 to damage.

15-20: +3 to damage.



Combat:

Combat consists of turns in which the players post their action. Players may decide to stop, run away, or fight until the enemy is dead. If you are chasing another player you must have higher health to catch up or a trait that grants you faster speed. Having heavier armor reduces your speed. Horses will catch up to those on foot. You may used ranged combat while chasing someone, however, using ranged prevents you from chasing them for one turn. If a player has protection then you must break through that protection before dealing damage to their health.

Traits:


As time goes on you will, through your actions, earn new traits. I will also add traits. Acquired traits are traits that you cannot choose on application but earn in RP.

Blessed (acquired): The blessed trait is earned by performing good deeds or evil depending on your faith. To receive a blessing you must go to a priest in the House of Priests and request one. I will then give you a blessing which boosts your stats permanently until you stray from the path of your faith.

Swift: You are agile. You move fast and are quick with your hands. You make a good thief and assassin and are hard to chase down. A valuable skill in these crowded streets.

Sneaky: A good trait in combination with swift. You are near impossible to spot in a crowd and in the dark. Hiding from someone has never been easier.

Attractive: The name says it all. Your looks make it easier to convince people to listen to you. You may even have a chance of getting away with things others won't be able to.

Strong: You are powerful. People fear you when you walk by. +2 to damage and health. You are now able to use heavy weaponry and wield heavy armor.

Lucky Bastard: You always seem to win. You find more loot when there is loot to be found. Chances of successful pickpocketing/hiding is increased. You win more at gambling and seem to get out of situations when things look to be going south.

Mongol: Your skills in archery and horse-riding are famed. +1 to ranged combat and +3 to ranged combat on horseback. You are much faster while riding your horse now.

Charismatic: You are likeable. You are a smooth talker and know just what to say to people to make them like you. You have a higher chance of getting away with things and getting things your way.

Survivor: You always seem to be able to make the best out of what you have. Food gives +8 health instead of +5.

Mage: You have the ability to cast spells with greater ability than any other. You have a natural talent and it's best you do not let it waste. +5 damage to learned spells. -5 MP cost for spell casting. You start with 3 spells instead of 1 and have 50 MP.

Items:

Light armor: Provides 10 protection. Cost - 50 gold.

Heavy armor: Provides 50 protection. Requires Strong perk. Cost - 500 gold.

Bow: A good long range weapon. Good in the hands of a skilled archer. Deals 10 damage. Cost - 100 gold.

Arrows: Cost - 10 gold for 20 arrows.

Pickaxe: Required for mining. Cost - 10 gold.

Mask: While it provides no protection it hides your identity. Useful for thieves and assassins. Cost - 5 gold.

Fishing rod: Good way to make money and food. Cost - 10 gold.

Dagger (light weapon): Deals three damage. Quick, easy, and cheap. Cost - 10 gold.

Longsword (light weapon): Deals eight damage. Fast and deadly. Cost - 150 gold.

Scimitar (light weapon): Deals ten damage. It's curved. Cost - 200 gold.

Spear (light weapon) Deals eight damage. +4 if on horseback. Cost - 200 gold.

Great sword (heavy weapon): Deals fifteen damage. Cost - 250 gold

War hammer (heavy weapon): Deals twenty damage but is slower than great swords - 300 gold.

Staff (magic weapon): Add +2 to all spells (damage or healing) and deals three melee damage. Cost - 100 gold.

Spells

Each spell has a MP cost. You regain these by sleeping. If you are not a mage you only have 20 MP and are allowed to choose one spell. All spells can be learned by approaching a mage or priest in the city (RPed by me) and requesting training. There are, however, some spells that are exclusive to learning. Depending on the spell it will cost money and take time. You may also increase your MP by training. Spells marked secret can be learned by meeting a character of mine. I'll try to have the character appear as often as possible in your roleplays. Of course you'll have to be a mage to learn these spells.

Blessing (Exclusive): This spell is exclusive to priest characters and myself. I will only allow it if you request it in your application. This allows you to provide buffs to other characters, however, ridiculous buffs won't be allowed. Examples of acceptable buffs: +4 to max health, +2 to damage, +5 to weapon damage, etc. MP Cost - 50.

Flames: You shoot fire out your hands. Deals 3 damage per hit. MP Cost - 3.

Frost: You freeze your enemies to death. Deals 5 damage per hit. MP cost -5.

Fireblast: You cast a ball of fire at your enemy. Deals 10 damage. MP Cost - 12.

Ice spear: You cast a spear of ice at your enemy. Deals 15 damage. MP cost - 20.

Healing Touch: Heals caster/other character. Heals 20 health. MP Cost - 10.

Shield: This spell shields the caster from magic damage. Once the caster is hit with a spell the shield breaks and they will need to cast the spell again. MP Cost - 10.

Torch: This casts a ball of light that illuminates a dark room. MP Cost - 5.

Breath under water: Just as the name says. You can breath under water for as long as the spell is cast. MP Cost - 10.

Ironflesh (learned): Increases armor ranking by 40. Once 40 armor points are broken through by an enemy the spells effects wear off. MP Cost - 20.

Telekineses (learned): You control objects with your mind. MP Cost- 10.

Transmutation (learned): You can turn silver into gold. MP Cost - 20.

Familiar (learned): You summon a companion to aid you in combat. These companions range from cats to dogs to bears and lions. MP Cost - varies.

Morph (learned) - You have the ability to transform into one creature. A somewhat difficult spell for most to master. The greatest thieves and assassins often make use it. MP Cost - 20.

Calm (learned) - You calm attacking or aggressive animals allowing you to possibly tame them. MP Cost - 30.

Invisibility (Secret) - You can turn invisible. So long as you do not receive damage in this state you will remain invisible. MP Cost - 40.

Raise Undead (Secret) - You can bring the dead back to life. MP Cost - 50.

Wall of Fire (secret) - Creates a protective wall of flame around you that damages any approaching enemies. MP Cost - 60.

Fear (secret) - Causes enemies to flee. MP Cost - 60.

Man's best friends/Rally (secret) - Casting this spell brings all nearby animals to your aid. MP Cost - 80.

Characters

-Cyrus Alharis

- Saxon and Serena Clique

-Lord Ardys Myrant, Royal Informer

- In-Zattadran Konvos

- Zentha Morlee

- Talinus Jorthar

- Bayosh of the Western Lands, Priest of the Morning Star

- Leo 'The Old' Barion of Broadmoor

- Minaf ral-Asher

- Conrad "Death Breath" Alder

- Miles "Sea Reaper" Alder

Noble Houses

- Alharis

- Myrant

- Zattardan Clan

- Alder

Guilds

- The Riders of G'haz

- Order of the Oakleaf

- Guild of the Deep Fortunes

- South G'haz Trading Guild

- Broadmoor Guilde of Mystics

- Explorers Guild


Alright so that's a pretty big chunk of text. If you made it through all that then congratulations. If you have any suggestions such as adding new races, items, traits, etc please TG me and I'll add it.
Last edited by The Central Fascist Empires on Fri May 13, 2016 11:05 pm, edited 16 times in total.
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The Central Fascist Empires
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Postby The Central Fascist Empires » Mon May 09, 2016 11:34 am

Example:

Character App:

Name: King Cyrus Alharis
Age: 58
Race(Human/Elf/Dwarf): Human
Appearance: 175 cm tall, long black hair that reaches to his neck, thick beard, dark brown eyes, olive skin, and muscular body.
Religion (create and add short description): Worships the Gods of the Desert. The Gods of the Desert are a group of gods worshipped by many in Iblid. The First God, ruler of all Gods, is named J'ash Alhura'a. He is the God that is said to have created the other Gods and Goddesses who in turn created the world.
Traits(You may choose 2): Charismatic and Strong
Property/Inventory(You may choose 2): Heavy armor and scimitar
Faction: House of Alharis
Wealth: 500,000 gold. Based upon wealth of family.

Skills:

Martial: 20
Stewardship: 15
Intrigue: 5
Faithfulness: 5
Loyalty: 20
Renown(Fame): 20

Guild/Knighthood Application:

Name: The Riders of G'haz
Purpose: To protect House of Alharis
Size: Two-hundred strong.
Wealth: Draws wealth from the House of Alharis
Loyalty(If any): To the House of Alharis
Races Accepted: Humans. Only worshippers of the Gods of the Desert are permitted.
Motto/Banner (If any): No banner. Motto - "Kings do not Bow"

Noble House Application:

Name: Alharis
Lord: King Cyrus Alharis
Wealth: Five hundred thousand gold.
Loyalty: To the family.
Banner/Motto: Kings do not Bow
Knighthood(if any): The Riders of G'haz


Name: Jassim Al-Khaz
Age: 42
Race(Human/Elf/Dwarf): Human
Appearance: 180 cm tall, short black hair, clean-shaven, dark brown eyes, olive skin, and muscular body.
Religion (create and add short description): Worships the Gods of the Desert. The Gods of the Desert are a group of gods worshipped by many in Iblid. The First God, ruler of all Gods, is named J'ash Alhura'a. He is the God that is said to have created the other Gods and Goddesses who in turn created the world.
Traits(You may choose 2): Charismatic and Strong
Property/Inventory(You may choose 2): Light armor and spear
Spells: Healing Touch
Faction: Riders of G'haz and House of Al-Khaz
Wealth: Five-hundred gold.

Skills:

Martial: 20
Stewardship: 5
Intrigue: 5
Faithfulness: 2
Loyalty: 20
Renown(Fame): 14
Last edited by The Central Fascist Empires on Mon May 16, 2016 9:33 am, edited 3 times in total.
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ApplePieistan
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Postby ApplePieistan » Mon May 09, 2016 11:40 am

What does stewardship/organizational ability do?

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The Central Fascist Empires
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Postby The Central Fascist Empires » Mon May 09, 2016 11:49 am

The organisational ability exists mostly for the purposes of roleplay. It does not impact the ability of your character in conversation/combat like intrigue and martial. Stewardship impacts how well your character is able to manage your house/guild/knighthood. Characters who lack stewardship would be careless and unorganised and would be unable to make large finances.
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Parous
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Postby Parous » Mon May 09, 2016 12:11 pm

Tag, can't say that I'm not interested despite me having to get my reading glasses to read the OP properly. :lol:

Anyways, would a sort of spymaster-ish character in the court of the king from a poor and rather undistinguished house be alright? Figured it to be nice being at the centre of things.

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Postby The Central Fascist Empires » Mon May 09, 2016 12:19 pm

I can enlarge the OP. Sorry about that. And yeah a spymaster character like that would be awesome.
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ApplePieistan
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Postby ApplePieistan » Mon May 09, 2016 12:48 pm

Does 15 martial give +2 or +3 to damage?

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Anglo Saxon-Franko
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Postby Anglo Saxon-Franko » Mon May 09, 2016 1:02 pm

Character App:

Name: Saxon Clique
Age: 26
Race(Human/Elf/Dwarf): Human
Appearance:Saxon
Religion: Desert gods
Traits:Swift, Sneaky
Property/Inventory: Light armor, longsword
Faction: Order of the Oakleaf

Skills:

Martial (Combat skill): 15
Stewardship (Organizational ability): 5
Intrigue (Ability to deceive and convince): 10
Faithfulness: 13
Piety: 10
Loyalty: 20
Renown(Fame): 15

Character App:

Name: Serena Clique
Age: 24
Race: Human
Appearance: Serena
Religion: Desert Gods
Traits: Attractive, Swift
Property/Inventory: light armor, dagger
Faction: Order of the Oakleaf

Skills:

Martial: 5
Stewardship: 15
Intrigue: 10
Faithfulness: 14
Piety: 12
Loyalty: 20
Renown(Fame): 15


Guild/Knighthood Application:

Name: Order of the Oakleaf
Purpose: takes contracts from those who hire them. Can be hired for anything really, protection, assignation ect. But if hired by their loyalty will go to their contractor.
Size: 150 members
Wealth:200 thousand gold
Loyalty: None currently
Races Accepted: All
Motto/Banner: Banner has a black background with a golden oakleaf in the center. Motto: Loyalty to our brothers and sisters

haha if you cant tell Serena and Saxon are sibling :p
Last edited by Anglo Saxon-Franko on Tue May 10, 2016 12:49 pm, edited 1 time in total.

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Ava Ire
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Postby Ava Ire » Mon May 09, 2016 1:02 pm

I think I'm interested. 8)

Leaving a tag here, until I figure out what character/house to make up...
I'm a mysterious, sp00ky pink ghost that's haunting this website for some reason.
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Parous
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Postby Parous » Mon May 09, 2016 1:09 pm

Character App:

Name: Lord Ardys Myrant, Royal informer
Age: 33
Race: Human
Appearance:
Image

Religion: Ardys is not open about religion, and does not have any particular faith at all.
Traits: Attractive and sneaky
Property/Inventory: Mask and dagger
Faction: The house of Myrant

Skills:
Martial: 5
Stewardship: 8
Intrigue: 17
Faithfulness: 2
Loyalty: 5
Renown: 8

Noble House Application:

Name: Myrant
Lord: Lord Ardys Myrant
Wealth: I don't really know, let's say 700 gold
Loyalty: Sworn to the crown, loyal to itself.
Banner/Motto: We see all
Knighthood: None
Notes on house: Lord Ardys is the last surviving male member of the house.
Last edited by Parous on Mon May 09, 2016 1:09 pm, edited 1 time in total.

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The Central Fascist Empires
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Postby The Central Fascist Empires » Mon May 09, 2016 1:11 pm

ApplePieistan wrote:Does 15 martial give +2 or +3 to damage?


Just corrected that. Thanks for pointing it out.
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The Central Fascist Empires
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Postby The Central Fascist Empires » Mon May 09, 2016 2:22 pm

Both above are accepted. Welcome to the RP! If you have any comments/additions you would like to see please tell me.
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Great Confederacy of Commonwealth States
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Postby Great Confederacy of Commonwealth States » Mon May 09, 2016 2:46 pm

Character App:

Name: In-Zattadran Konvos
Age: 67
Race: Dwarf
Appearance:
Image
Religion: The Deep Faith, also known as the True Faith. A common religion among Dwarves. It revolves around the idea that the Heavens and the Dwellings of the Divine are not Up Above, but Down Below. After all, the Dwarves have always lived down in their mines, seeking the deepest of minerals in the darkest of places. The deeper you go, the hotter it gets, so the religion focuses a lot around fire and depth. It is believed that the crust of the earth is but the outer layer of a divine world, and that the deeper you go, the closer you get to the divine. The sun, in this religion, has a bit of an odd standing. Unlike the sun-worshippers, for example, the Dwarves believe that the sun was created by the False Spirits, who live in the cold hellbound outside the atmosphere. This, to lure out creatures. Therefore, the Dwarves religiously see the surface-dwellers as somewhat inferior, and they despise sun-worshippers. When out of their mountain fortresses, they prefer to walk around in the night, having a strange day-night cycle compared to humans or Elves.
Traits:
Lucky Bastard
Charismatic
Property/Inventory:
Scimitar
Pickaxe
Faction: The Zattardan Clan

Skills:

Martial: 5
Stewardship: 15
Intrigue: 10
Faithfulness: 18
Loyalty: 16
Renown: 6



Noble House Application:

Name: Zattardan Clan
Lord: In-Zattardan Konvos
Wealth: Great. They are a family of bankers and clerks
Loyalty: The High Dwarven King, gold
Banner/Motto:
Image
The Frontier is the Birthplace of Valour

In Dwarvish:

W
E
R
T
O
P
\
Y
T
/
R
E
J
\
M
A
D
A
R
R
O
Z
/
L
O
H

Knighthood: None but the Dwarvish titles



Guild Application:

Name: Guild of the Deep Fortunes
Purpose: Banking, investment, trade with the Dwarven strongholds
Size: It’s made up of the local family head, that being Konvos, and a few of his closer and more distant kin. Dwarves on top, with some humans working as simple clerks and performing the more menial tasks. The big decisions are all made by Dwarves.
Wealth: Great. Again, a banking clan. The precise wealth is hard to pin down, because of debtors and creditors on both sides of the balance sheet.
Loyalty: The House of Zattardan
Races Accepted: Dwarves, humans in low positions.
Motto/Banner:
Image
Wisdom Makes Labour Into Greatness
Last edited by Great Confederacy of Commonwealth States on Mon May 09, 2016 3:01 pm, 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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The Central Fascist Empires
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Postby The Central Fascist Empires » Mon May 09, 2016 2:54 pm

Above is accepted. Choose a trait other than blessed as that is an acquired trait. I didn't clarify it well enough in my OP and went back to edit it. Sorry.
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Great Confederacy of Commonwealth States
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Postby Great Confederacy of Commonwealth States » Mon May 09, 2016 3:02 pm

The Central Fascist Empires wrote:Above is accepted. Choose a trait other than blessed as that is an acquired trait. I didn't clarify it well enough in my OP and went back to edit it. Sorry.

Done! Would you mind if I wrote up a bit about Dwarven culture and posted it here?
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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Postby The Central Fascist Empires » Mon May 09, 2016 3:40 pm

I wouldn't mind. But it'll have to be a branch of Dwarves. That way not every person RPing dwarves would necessarily have to follow your culture/religion.
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Cresadine
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Postby Cresadine » Mon May 09, 2016 4:23 pm

Tag for interest.
He forbead þa heortas swylce eac þa baras, swa swiðe he lufode þa headeor swilce he wære heora fæder

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ApplePieistan
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Postby ApplePieistan » Mon May 09, 2016 4:33 pm

Character App (Remove parentheses):

Name: Zentha Morlee
Age: 34
Race: Human
Appearance:
Image

Religion (create and add short description): Zentha is agnostic, not clinging to any particular religion or lack thereof. Religion is not something she concerns herself with.
Traits(You may choose 2): strong and swift
Property/Inventory(You may choose 2): heavy armor and war hammer
Faction: none

Skills(You have 30 points to allocate between Martial, Stewardship and Intrigue):

Martial (Combat skill): 15
Stewardship (Organizational ability): 5
Intrigue (Ability to deceive and convince): 10
Faithfulness: 10
Loyalty: 10
Renown(Fame): 10

User avatar
Levis Avara
Ambassador
 
Posts: 1248
Founded: Aug 10, 2014
Ex-Nation

Postby Levis Avara » Mon May 09, 2016 5:13 pm

Character App :
This looks really good
Name: Talinus Jorthar
Age:34
Race(Human/Elf/Dwarf):Half-Elves his mother elvish,his father human.
Appearance: 6 ft tall, Brown skin, with a black Mohawk ,and dichromatic eyes,one grey,the other reddish green,elvish ears, a lean muscular build and a rather peculiar rugged looking face.
Religion (create and add short description):Deist,believes in a uncaring, unknown deity who created the world but then left it to its own devices.
Traits(You may choose 2):Mage , Charismatic
Property/Inventory(You may choose 2):Light armor,scimitar ,ship
Faction:South G'haz Trading Guild
Spells:Ice spear,frost,breath under water
Skills(You have 30 points to allocate between Martial, Stewardship and Intrigue):

Martial (Combat skill):10
Stewardship (Organizational ability): 6
Intrigue (Ability to deceive and convince): 14
Faithfulness: 1
Loyalty: 9
Renown(Fame):8

Guild/Knighthood Application:

Name:South G'haz Trading Guild
Purpose:A shipping guild which specializes in overseas trading and also hire"s themselves has mercenaries has well
Size:Made up of around 200 merchants,and sailors
Wealth:250,000 gold
Loyalty(If any):To no one
Races Accepted:All
Motto/Banner (If any):Through storms or clear skies we sail
Last edited by Levis Avara on Tue May 10, 2016 2:17 pm, edited 4 times in total.

User avatar
The Central Fascist Empires
Ambassador
 
Posts: 1268
Founded: Jan 11, 2015
Ex-Nation

Postby The Central Fascist Empires » Tue May 10, 2016 8:28 am

Apple accepted. Levis change your martial, intrigue, and stewardship skills. You have 30 points total to spent between them and you exceed that limit.
Juche Gang

Juche and Big Dick Bernard

Shitting uncontrollably and white people

User avatar
Anglo Saxon-Franko
Chargé d'Affaires
 
Posts: 368
Founded: Mar 18, 2016
Ex-Nation

Postby Anglo Saxon-Franko » Tue May 10, 2016 8:50 am

Any idea on an IC?

User avatar
The Central Fascist Empires
Ambassador
 
Posts: 1268
Founded: Jan 11, 2015
Ex-Nation

Postby The Central Fascist Empires » Tue May 10, 2016 9:24 am

I wanted to put it off until more people joined but since there are enough I'll put it up today.
Juche Gang

Juche and Big Dick Bernard

Shitting uncontrollably and white people

User avatar
ApplePieistan
Negotiator
 
Posts: 6695
Founded: Apr 06, 2015
Ex-Nation

Postby ApplePieistan » Tue May 10, 2016 9:31 am

Levis, how much do you charge for mercenary services? I want to steal from the gold quarters and I need help.

User avatar
Parous
Envoy
 
Posts: 268
Founded: Aug 31, 2015
Ex-Nation

Postby Parous » Tue May 10, 2016 9:41 am

ApplePieistan wrote:Levis, how much do you charge for mercenary services? I want to steal from the gold quarters and I need help.

Would you want an insider? As the spymaster-ish of the king and intriguer to profession I could facilitate something like that significantly, if offered a portion worthy of the service of course.

User avatar
Anglo Saxon-Franko
Chargé d'Affaires
 
Posts: 368
Founded: Mar 18, 2016
Ex-Nation

Postby Anglo Saxon-Franko » Tue May 10, 2016 9:53 am

Hmm i wonder what my group will he doing lol

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