Fantasy Nation Roleplaying - Discussion

Discussion in 'Roleplaying Forum' started by Wolfsbane, Jul 30, 2013.

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  1. Ruda

    Ruda Active Member

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    Well, I think you stole her location a little bit.

    Also, you clearly misspelt the name of your capital. It's Kaliningrad.
     
  2. Wolfsbane

    Wolfsbane Well-Known Member

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    Oh! If that's the case then I'm sorry! I must've misinterpreted it; I thought you were suggesting that location to Ruda, Yuki. I'll go ahead and change it right away.

    EDIT: Fixed. Again, I'm sorry.

    EDIT2: So this is what the map looks like right now, unless I'm mistaken.

    [​IMG]
     
  3. ytzk

    ytzk Well-Known Member

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    This is fun.

    I like everyone's nations, too.

    How does the gameplay work?
     
  4. Wolfsbane

    Wolfsbane Well-Known Member

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    That depends. There are two ways we could do this:

    1. We create specific characters and play out a story or adventure of some kind.
    2. We play as several less specific characters (councillors, soldiers, merchants, etc) to forward our story. This way we play more like our nations than the independant characters of 1).

    Personally I'm more inclined to try 2), but I'm open to suggestions.

    Also, feel free to create one or two more nations of your own. There's a lot more land to inhabit.
     
  5. Wolfsbane

    Wolfsbane Well-Known Member

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    So anyway, I'm currently planning my second nation, and so I'm looking for a location. I'm choosing between creating an industrialized steampunk theocracy, in which case I'll choose this here spot:

    [​IMG]

    Or I'll do a woodland fairytale nation of centaurs and elves, in which case I'll choose this location:

    [​IMG]

    Depending, of course, on how much of that land you were planning on to have for your nation, Ruda.

    Which one do you think would be the coolest?
     
  6. Ruda

    Ruda Active Member

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    I too, would prefer the second option. It would be great, however, if we were not confined to playing within our own nations. For example, I could play as an intrepid merchant washed ashore on one of the Isles of Pelagia among a tribe of hobbit cannibals or an ambassador serving in Vortigern (etc, etc).
    Yes, and while doing this we need to make sure that everyone's import needs are satisfied. As of yet I see no supply of mithril needed for Vortigern's wands. I suppose that Mammon could take care of textile needs, but I was thinking of Mammon's trading as more of an import/export business, with very few industries of their own. So perhaps you textile importers would settle for cotton and manufacture textiles after your own needs (or even settle for Vortigern's furs).
    Also, I would suggest filling the eastern desert with either Mongols forming a nation/horde or, uh, zombies. A great desert filled with zombies and ghosts. Yes?
    See what I did? I made a very unappealing second option so that you'd pick the first. Great huh?
    I was only planning on using the many isles in the lagoon for the city itself, and the area around the two rivers for grape farming and wineries The area's you've encircled are all yours. Personally, I like both your ideas. If you decide on the "woodland fairytale nation", are you planning on exporting lumber to Mammon or will the nation be filled with a bunch of hoity-toity treehuggers (most likely leading to a lovely little conflict)?
     
  7. Yuki

    Yuki Well-Known Member

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    I'd like it if we weren't even restricted to playing characters from our own nations. Any character in the world!
     
  8. Wolfsbane

    Wolfsbane Well-Known Member

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    Re:

    That is of course an idea. But then we'd lose the aspect of playing as the nations we've created.

    Let's put it to a vote.

    All in favor of Yukis suggestion, type aye. All who'd oppose it, type nay.
     
  9. ytzk

    ytzk Well-Known Member

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    Abstain. I don't know. Whatever.

    I'd like to see the Eastern Hordes made of centaurs, if only because I think Eurasian horse-archers are the basis for their myth.

    I'd also like to see some dwarves. Ever since the opening scene of The Hobbit, I've decided dwarves are awesome.
     
  10. Wolfsbane

    Wolfsbane Well-Known Member

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    Also, my second nation!

    Nation Sheet
    Flag:
    [​IMG]

    Location:
    [​IMG]

    Nation Name: Ur
    Demonym: Urish (Urish weaponry), Uri (he’s an Uri)
    Race: Grema (90%) Others (10%)
    Race Description: The gremas are a humanoid race which resembles humans in a lot of ways. What sets them apart from humans are their small stature, seldom larger than an average ten year-old, their greyish yellow skin and their sharp nails and teeth. They also live long lives in comparison to humans; the life expectancy of a healthy grema is 200 years. While physically weak, the gremas have a tough constitution from living in the hazardous environment of their homeland. Intelligence and piousness are the most important traits in grema society.
    Population Scale/Nation Size: 100.000
    Government: Ur is a theocracy where the sacred word of the god Munitor is law. The priesthood acts as government, led by the Magnum Alkemistae, a council of high priests which rules by interpreting the will of god.
    People of Importance: The Magnum Alkemistae
    Capital: Machinamentum is the capital of Ur, and the ancient seat of the Magnum Alkemistae. It is carved from the rock of the central mountain in the valley in which the nation resides. The city is always shrouded in a cloud of black smoke and fumes from its many industries and manufactories. 60% of the nation’s population lives here.
    Settlements: Grema settlements are always carved from the rock of the mountains they are located in. Wood is almost never used for construction. The only buildings that aren’t carved from stone are the metal towers of the temples to Munitor, which rise far above all the other buildings of the settlements.
    Nation Description: Ur is one of the most ancient nations in the known world, and has existed for over 2000 years. Its inhabitants, the gremas, survived mainly because they were left alone by the outside world. Other nations, it seemed, were not too keen on traversing a mountainous valley with a semi-active volcano resting in its center.
    Machines and technology has become everything to the gremas. Their entire social hierarchy revolves around one’s ability to invent and produce technological devices. Even their monetary system is based on this, as they trade for and with gadgets instead of coin. This obsession originates from their faith in the god Munitor, the great architect who crafted the entire world and everything in it. To the gremas, the world is naught but an enormous machine of supreme complexity. The goal of the grema faith is to unravel the mysteries of this mechanical masterpiece and learn to duplicate them, so that they one day can become like Munitor itself.
    Magic is seen as something that isn’t native to the grand construct of the world. It’s cheating, and dangerous, so the gremas refuse to have anything to do with it. They’re perfectly fine with other people practicing it, however, as they don’t deem it necessary to force their faith upon others. Munitor is their god.
    There are only two sentences a criminal can attain for committing crime in Ur. The first is banishment, permanent or for a limited period of time. The second is death, which is only ever sentenced to those who would violate their banishment.
    Ambitions: Ur as a nation is mostly interested in domestic affairs and seldom interferes with other nations, except for in the case of trade.

    Economy
    Imports: Foods of all kinds, wood (for fuel), mercenaries
    Exports: Machines, engineers, precious stones and rare metals

    Military
    Army Size: None. The gremas of Ur rely completely on foreign mercenaries. The city housholds use automaton golems for protection.
    Regular troops: Mercenaries and automatons.
    Navy: None.

    Magic: The gremas refuse to concern themselves with the research and practice of magic.
     
  11. ytzk

    ytzk Well-Known Member

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    Cool.

    I'll just post this template here for now, and edit in a second nation soon.



    Nation Sheet
    Flag:
    A white crescent against a sable field.
    Location:
    Beneath the desert in the central eastern part of the main continent, where the mountains meet the crack in the ground.
    Nation Name: Mu
    Demonym:
    Muan
    Race: 100% undead.
    Race Description: Corpses in every degree of decomposition. The most ancient and advanced undead appear to be healthy and are kind of proto egyptian/aztec in their race and style, but most are, y'know, zombies. When a zombie is burnt to dust, a weak poltergeist remains. The undead army never dies.
    Population Scale/Nation Size: 18,000.
    Government: Absolute dictatorship.
    People of Importance: Nahgrek the First. A witchking from ages past who conquered death and preserved himself and his kingdom against time. His word is reality within the small confines of his ancient, tiny kingdom, now buried beneath millennia of strata. He is not sane, but nonetheless quite reasonable and cunning. He micromanages the kingdom around the clock, including diplomacy. Over the centuries his reputation has been rock-solid, but noone quite trusts him.
    Capital: Mu is a city within a tomb, an undead kingdom.
    Settlements: Adobes, obelisks and step-pyramids with gruesome monsters, all within a cavern carved from sandstone.
    Nation Description:
    Ambitions:
    Endure.
    Economy
    Imports:
    Oil is the most prized import, used for lighting, embalming, moisturising and deodorising.
    Steel weapons and armor. There are no blacksmiths among the undead, they were alive during the stone age.
    Clockwork. There is a pathology at work among the undead, they are obsessed with keeping time.
    Difference engines, adding machines and other Urish gadgetry. Used for finance.
    Exports:
    Finance. Nahgrek the First invented compound interest and letters of credit. He has stockpiles of rare gems and minerals with which he underwrites his credit and manipulates the market.
    He also has vaults, where he can keep something safe, no questions asked, for ever, for a reasonable fee.
    Finally, a very few come to Mu to cheat death, and sometimes they can join the undead.
    Nahgrek moves very cautiously and slowly, and has never given any nation an excuse to test his capabilities in war.

    Military
    Army Size: 18,000
    Regular troops: stone age peasant zombies with about a thousand bronze age chariot/archers, who cannot die.
    Navy: They haven't floated for millennia, but there are some boats in the tomb-city.
    Magic: Except for the First, magic is not a day to day part of life or undeath. Most of the Muans spend their time as laborers or administrators, following the same social order they had when they were alive. Nahgrek the First is, on the other hand, a master sorceror. He certainly pretends to be, anyway.
     
  12. Ruda

    Ruda Active Member

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    Re:

    Part of me like this, but then no one is going to play as someone from that boring nation. You know the one I'm talking about. And then, the nation's author will be upset. And there will be tears.

    To prevent that horrid scenario, how about these options?
    1. A character from your nation in your nation.
    2. A character from your nation is someone else's nation.
    3. A character from someone else's nation in your nation.

    This way all nations will get roughly the same amount of attention.
     
  13. Wolfsbane

    Wolfsbane Well-Known Member

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    Re: Re:

    This I like. I second this.
     
  14. Wolfsbane

    Wolfsbane Well-Known Member

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  15. Yuki

    Yuki Well-Known Member

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    I think I'm done. If I come up with any more, you'll know.
     
  16. ytzk

    ytzk Well-Known Member

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    It's looking good.

    I just want to cobble together a one dimensional fantasy nation, and I'll be ready to roll.
     
  17. Ruda

    Ruda Active Member

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    I'd love to do a centaur based eastern horde before we begin, unless that's what you're working on ytzk.

    And we're still lacking a source of mithril, I believe. Unless mithril is included in the precious/rare metals that Helvetia and Ur is exporting
     
  18. Yuki

    Yuki Well-Known Member

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    I'll just put that in there.
     
  19. ytzk

    ytzk Well-Known Member

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    No, please do the centaur thing.

    I was thinking paranoid dwarven remnant which specialises in alloy armor.

    Otherwise, if there's no objections, maybe a Dark Lord style necromancer empire?
     
  20. Yuki

    Yuki Well-Known Member

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    The more variety the better, in my opinion. At least in the context of this RP.
     
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