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iisbroke

Major
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Dec 13, 2013
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  • Crusader Kings II
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  • Europa Universalis III: Chronicles

This is a game set in a fantasy universe which is meant to have roleplay and stories from the players about their characters. The hope is for this game to feel somewhat original in
setting and in mechanics, but mostly be fun so it doesn't die. I will set some initial lore parameters at first, merely as a just in case for people who try to make their characters
overpowered. There will be several races that can be played. Your character will start out either alone (starts with an extra gold 10), or with a band (starts with extra units). Over
time through orders, and quests your character will gain a larger following. Once strong enough you can carve out your own kingdom, which will open up some new orders.


Orders
1)Each order must be no more than two lines long, this makes it easier to get updates out on time.
2)Revenue Order - this is an order meant to gather gold. You can word it as trading, questing, extorting locals, and etcetera.
3)Quest order- Quests give prestige.
4)Combat Order - this is the order that will be used for war and fighting. Combat rolls are used for this. In combat the person who gets the highest dice roll wins, more combat rolls
more chances to roll the highest. Succesful combat rolls give money and prestige.
5)If a character is wounded (highest roll is a 1) quest, or combat roll they will be unable to do either for one turn.
6)Movement Orders - It is a big world and people can't travel from one corner to the other quickly. Moving from one region to another will take one turn. Crossing a sea zone takes a turn as well, but you can move a greater distance than on land. If a movement order is not sent then I will assume you are staying in that region. Note embarking and disembarking from a sea zone does not cost a turn so you can move from land to a sea zone and into the next adjacent zone that turn, but you must state which sea zone your moving through or I will not count it.

Example:
Character name:McStabberson
Class:Rogue
Orders:
1)Quest order - I have been contracted to rob a merchant's house.
2)Revenue order - I will go to the market and pickpocket
3)Combat order - I am doing a jail break.
4)Buy Order - buy 10 units for 5 gold.

Update:
1)McStaberson succesfully robbed the hous of a prominent merchant. (+5 prestige)
2)After days of visiting the market McStaberson managed to pinch a hefty sum of gold. (+10)
3)The jail break was tough but McStaberson and his crew managed to do it. (-2 units, +2 gold, +2 prestige)
4)For a modest pay 10 people joined McStaberson's crew of misfits.

Quest Board
Temporary quests and contracts will be posted by NPCs for players to do. This doesn't offer any thing more than what the players suggest for themselves to do.
What it does is offer something for players to base their contracts/quests off if they want.

Example:
J7AnVkc.png

Rolls:
These are the what is earned from rolls from 1 to 6. Read it as rolled 1/rolled 2/rolled 3/rolled 4/rolled 5/rolled 6
Revenue Order [Gold 0/3/6/9/12/15]
Quest Order [Gold 0/1/2/3/4/5] [Prestige 0/12/14/16/18/20]
Combat Order [Gold 0/1/2/3/4/5] [Prestige 0/4/6/8/10/12]


State Orders
These are given to player who have made their own faction. This means that they conquered at least one settlement and declared themselves a faction in thread. They lose the ability to go on grand quests though, due to being to busy running a state.
Now since you have forged your own nation it must be preserved. For starters you gain 50% more gold and prestige from orders.
1)First off you can now have far more units as a maximum standing army, 2000 plus what your class and state rank allows.
2)Second you gain an extra revenue order to gather wealth for your nation, unless your a magi.
3)Third Revneu orders can now be used to request a treaty or alliance with NPCs and players; for npcs the higher their opinion of you the higher chance an alliance will happen. (Yes and No are rolled for NPCs)
4)Fourth You only gain half prestige from quests because you cannot do them yourself being too busy ruling, and send a champion out instead.
5)Fifth you now can declare war, which costs one combat order. When at war you have 2 combat orders per turn and one war order. Combat orders involve minor fighting such as skirmishes and the like.
6)Sixth war orders are when you send your army to attack an opposing army or occupy a region.
7)Seventh buy orders can be used to increase the defense level of a region you own (every level increase gives an extra combat roll when fighting there, and makes your besieged settlements more powerful.)
8)Eighth your army moves much slower than you do. Instead of one turn to switch from one region to the next, you need one turn to cross provinces.

Purchases
-Every ten units are worth 5 gold.
-Gold can be used to purchase a rank increase, but must have purchase unlocked with appropriate amount of prestige.
+1 Provincial defense is 200 gold. There can be ten purchases per region. Prestige is not required to unlock these.
+1 combat roll is 500 gold. Each combat soll successive combat roll must be unlcoked for purchase in order of 100 prestige/ 300 prestige/ 500 prestige/ 700 prestige/ 900 prestige/ and increases in increments of 200 for players who can have more than base maximum due to items.
-Send Gift to NPC Faction. Costs 100 gold, increases opinion of you by +30. This keeps NPC factions from attacking you because once their opinion goes below -20 there is a roll every turn to see if they declare war on you.
-Ally with NPC Faction. Request uses revenue order for that turn, and can only ally with one faction every 1000 prestige.
-Increases in class rank. (See class post for more details)
-Increases in NPC Faction Rank. (See class post for more details)



Grand Quest
A grand quest is nothing more than a particularly challenging quest that cannot be cancelled, so make sure your ready. The quests take two turns and a player on them cannot do any other orders for those two turns. These quests are used to track down powerful beings for a boon. This could be an extra combat roll, large sums of money (amount will be rolled for anywhere from 100-400 gold), prestige (300-1000 depending on roll), an artifact, or an army (gain 1000-5000 units depending on roll).FIVE TURN COOLDOWN.

The beings
Aegis
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Fallen from grace this angelic being traverses the world for unknown reasons.

Corval the Blind
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A former titan that has remained on this plane because he could not see the path back home.

Hamal the Fortress
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An abandoned weapon of the gods this antronarch is ancient, sentient, but most importantly powerful.

Gorelstizz Father of Drakes
7tfydrE.jpg

There are dragons and then there are drakes. Drakes are smaller less powerful and shortlived compared to dragons. No one knows how but Gorelstizz, with his mates, managed to create these creatures
, and the world is a more dangerous place for it.

Qextenuchel the Ocean Lord
V6azAOe.jpg

Often worshiped as a sea god the Ocean Lord is a wyrm (sea dragon), but will give a boon to those it finds worthy.

Remnant
ZjeaRhD.jpg

The spirit of the first sentient mortal who wanders the world as an unseen observer.

Thunderbird
mDk2JKX.jpg

This massive avian beast is powerful enough to make storms, and the flap of its wings sound like thunder.

Ur'va the Enflamed
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The demon lord once tried to enslave the world now lives in isolaation after his defeat millennia ago. Though still weakened from said defeat he still is a formidable bieng.


GM Events
There are some minor or major events that I will implement. Minor events are random and based off of a seperate roll I will do. These will vary in severity but just be an annoyance.
Major events on the other hand will be on a schedual only I know. These are important things that will affect everyone. Like a plague, invasions from far off lands, and etcetera.
If you really most know when a major event is occuring a player(s) can implement a grand quest to hunt down one of the beings.


War
When NPC's are at war a player can base quests and combat orders off of fighting for one side (if they are in that region). This will increase relations with that faction.

Your army will have its own movement orders, so be sure to tell me if you are moving with it or not. (Yes that means you have two movement orders, one for your main character and the other your army).

There are multiple regions, with their own provinces, and settlements inside them. Each region has a capital, each province a town, and varying degrees of villages. While at war you must take these places, yet do not forget that there will be a fight for them (combat order). Note that you may also raid the settlement if you don't wish to conquer it but it can only be raided once every fives turns, and if faction you gain -20 rep with them.
Reward for settlements
Village: +50 unit maximum, [1/2/3/4/5/6] gold, [0/1/2/3/4/5] prestige.
Town (Province Capital): +100 unit maximum [2/4/6/8/10/12] gold, [3/9/12/15/18] prestige.
City (Region Capital): +200 unit maximum [4/8/12/16/20/24] gold, [5/10/15/20/25/30] prestige.

There will be a garrison and a base defensive roll for these places. Purchasing provincial defenses will help increase the security of your settlements.
Village: Base of 100 units, 1 combat roll. Each level in defense gives +15 units.
Town: Base of 140 units, 2 combat rolls. Each level in defense gives +35 units.
City: Base of 200 units, 3 combat rolls. Each level in defense gives +85 units

So a City benefiting from provincial defenses rank 10 (the max) would have 1050 units, and 3 combat rolls.
Solo perks
For those players that don't want to become nations that conquer the world you can stay as a wanderer to wrack up combat points, which will then be bought for either 500 gold, yet in stating that you will only wander your combat roll maximum will increase by +2. Every 1000 prestige unlocks another +500 to unit maximum. Why would you do that? Well for the cost of five combat points you can kick start a major event. It can either be one coming up or a custom one that can be worked out with the GM. (Keep in mind once you choose this you cannot change it).

Casualty Rolls
Victory
0%/1%/2%/3%/4%/5%
Remaining Force = Total Force – (Total Force (Percentile Roll( Force A/ Force B)))

Defeat
1%/3%/5%/7%/11%/13%
Remaining Force = Total Force – (Total Force (Percentile Roll( Force B/ Force A)))

Stalemate
2%/4%/6%/8%/10%/12%
Remaining Force = Total Force – (Total Force (Percentile Roll( Force B/ Force A)))


Items:
Crowns:
Obtained by defeating or becoming ruler of these factions.
1)Arlathan Empire; Soler Dynasty Ring - retains 40% of prestige when purchasing a rank up, - 10% prestige from quests.
2) Empire of Stone; Helm of Paragons - 50% off cost for region defense purchases, - 20% gold from quests.
3) The Trade Confederacy; Patriarch's Cane - every ten units are worth 3 gold, region defense upgrades limited to +6.
4) Federation of the Horn; Horn of Khans - +2000 troop maximum, -20% gold from revenue orders.
5) Branic Expedition; Sheild of Igneaus - +4 combat roll maximum (still must be purchased), -4000 unit maximum.
6) Iron Legion; Praetor Armor - +1 combat roll maximum, +500 unit maximum.
7) The Warlords; Crown of Faiden'hi - buys units in 20's for 5 gold, -1 combat roll maximum.
8) Kingdom of Shadowfall; Band of Lupus - 20% more prestige from quests, -20% gold from combat orders.
9) Bonecracker Tribe; Mace of Istok - 30 % more gold from quests, -30% prestige from quests.
10) Ruk'al Quecha'po Tribe; Loa Cowl - 20% more prestige from combat, - 10% gold from quests.
11) Great Wrath; The Ruby Necklace - -1 combat rolls to enemies (only if they have more than the baseline of 1), when taking settlements the unit maximum increase is halved i.e. village offers +25, town +50, and city +100 now.
12) Player Made Faction; [bFaction Crown[/b]- unit maximum + 2000, State orders unlocked, Cannot do grand quests, +50% gold and prestige from revenue and combat orders, -50% prestige from quests.

Artifacts:
Obtained from Grand Quests
1) Reliquary of the Martyr - 50% more prestige and gold from quests.
2) The Obsidian Sword - +1 combat roll maximum
3) Death's Scythe - when doing a casualty roll the enemy will take quintuple the losses.
4) Tome of Saints - half as many casualties taken during casualty rolls.
5) Conqueror's Banner - armies can move two provinces a turn instead of one.
6) Blueprints of Alcaz - +5 region defense maximum for capital province.
7) Orb of Fear - -2 combat rolls to opponents (only if they have more than 2 combat rolls).
8) Bag of Winds - When sailing you can move through two sea zones a turn.
9) Scrying Orb - May use your movement order to halt another player's movement order. (two turn cool down)
10)Magical Dragon Wings - May move up to two regions a turn, rather than the usual one [armies still can only move one province a turn]
11) Demon Spear - Use to win a combat roll no matter what but become injured for three turns.
Maps
With Borders
Without Borders

 
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Classes

There are four classes for people to choose from each offering a different perk. Each class has 5 ranks that can be unlocked by gathering enough prestige, and be bought for gold. Everyone starts out at rank 1.

Hero
Gets 10% more prestige from quests.
Ranks:
1)Wanderer; costs 0 gold / unlocks at 0 prestige
2)Adventurer; costs 50 gold / unlock at 90 prestige
3)Explorer; costs 100 gold / unlocks at 180 prestige
4)Conqueror; costs 150 gold / unlocks at 270 prestige
5)Legend; costs 200 gold / unlocks at 360 prestige

Rogue
Gets 10% more gold from revenue orders.
Ranks:
1)Cutpurse; costs 0 gold / unlocks at 0 prestige
2)Brigand; costs 50 gold / unlock at 90 prestige
3)Bandit; costs 100 gold / unlocks at 180 prestige
4)Scoundrel; costs 150 gold / unlocks at 270 prestige
5)Assassin; costs 200 gold / unlocks at 360 prestige

Magi
Has an extra revenue order.
Ranks:
1)Neophyte; costs 0 gold / unlocks at 0 prestige
2)Adept; costs 50 gold / unlock at 90 prestige
3)Sorcerer; costs 100 gold / unlocks at 180 prestige
4)Mage; costs 150 gold / unlocks at 270 prestige
5)Wizard; costs 200 gold / unlocks at 360 prestige

Soldier
Starts with an extra combat roll.
RanKs:
1)Volunteer; costs 0 gold / unlocks at 0 prestige
2)Recruit; costs 50 gold / unlock at 90 prestige
3)Veteran; costs 100 gold / unlocks at 180 prestige
4)Elite; costs 150 gold / unlocks at 270 prestige
5)Champion; costs 200 gold / unlocks at 360 prestige


Unit amounts per rank.
Rank 1 = maximum of 10
Rank 2 = maximum of 50
Rank 3 = maximum of 100
Rank 4 = maximum of 500
Rank 5 = maximum of 1000

NPC Faction Rank



As a player you can choose to join an NPC or another player's faction. Once a citizen of that faction you gain perks for each ranking. After rank 6 though you must ask the player ruling that kingdom if you can go up in rank. For NPCs you can just purchase those ranks as normal. Now as a member of that faction you can discuss with other players in said faction, or NPC vassals to expand, or take it. If you choose to expand the kingdom you will be organizing wars and adding your individual armies to that of the faction army. If you wish to take it you can do it either through a coup de tat, or civil war. You can do orders leading up to that, but they won't benefit your chances. You will get one roll for the coup if failed you get banished. If you decide to do a civil war and fail you also get banished. Banishment means that when entering territory that faction holds, you will be attacked by an NPC force of equal size to your own force. If your coup or war is successful than congratulations your in charge now!


Rank:
1)Foreigner
2)Citizen
3)Councilman
4)Mayor
5)Representative
6)Courtier
7)Advisor
8)Spymaster/Marshal/Cout Wizard/Champion
9)Count
10)Duke

Perks:
Rank 1= can do contracts/quests for faction.
Rank 2= +1 gold for contracts, +5 prestige for quests with faction.
Rank 3= +200 unit maximum.
Rank 4= +2 gold for contracts, +10 prestige for quests with faction.
Rank 5= +300 unit maximum.
Rank 6= +3 gold unit maximum, +15 prestige for quests with faction.
Rank 7= +500 unit maximum.
Rank 8= +4 gold for contracts, +20 prestige for quests with faction.
Rank 9= +2000 unit maximum.
Rank 10+ +5 gold for contracts, +25 prestige for quests with faction.

Cost:
Rank 1= free
Rank 2= 10 gold, unlocks at 50 prestige
Rank 3= 30 gold, unlocks at 90 prestige & +10 reputation
Rank 4= 50 gold, unlocks at 150 prestige & +20 reputation
Rank 5= 70 gold, unlocks at 220 prestige & +30 reputation
Rank 6= 90 gold, unlocks at 350 prestige & +40 reputation
Rank 7= 110 gold, unlocks at 400 prestige & +50 reputation
Rank 8= 130 gold, unlocks at 450 prestige & +60 reputation
Rank 9= 150 gold, unlocks as 500 prestige & +70 reputation
Rank 10= 170 gold, unlocks at 550 prestige & +80 reputation

Reputation is gained by doing quests for a faction. Reputation is used to unlock new standings in a faction. For instance you need 10/100 reputation to be able to purchase citizenship with a faction. Just like prestige reputation is used to unlock these ranks. That does not mean it cannot be lost, doing quests or contracts for rival's of that faction will give negative reputation, so will going to war. For instance I help the gnolls for +10 reputation, but the charr who are at war with them dislike me for it and I get -10 reputation with them. Mcstaberson decideds to go to war with the Dwarves and his rep goes immediatly to -100, until the war is finished.

Character Sheet

When signing on you'll need a character but there needs to be a standard of operations as to how this is done so we don't have seven different types.

NAME
CLASS
RACE
Start WITH: Extra 10 gold but no units, 10 units but base gold.
STARTING REGION (SR)
BACKSTOR (Optional)

Those are all you need for it, if you wish to add more such as a character picture, or links to your IC's as you go along you may.
 
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Races

Centaur
800x557_2475_Centaur_2d_fantasy_centaur_warrior_picture_image_digital_art.jpg

From the Telmani highlands to the Doth Plains we ride. Our charges are those of legend, none have withstood them. Not the elfs, not the orcs, or the dwarfs.
We shall have our own kingdom someday and it will be glorious. All that is missing is a Khan capable of leading us.
-Khan Touluk of the Tamini Tribe

Centaurs have the head, arms, and torso of a human, but the body of a horse. They are well known for their ferociousness and speed in battle. Being a purely
calvary force they are highly mobile. They are extremely warlike which has kept most tribes disunited, but they can live for almost two centuries as shown
by the few that have abstained from war activities.

Charr
%22Charr_Group%22_concept_art_2.jpg

I am Charr. On the battlefeild thedeadliest weapon is me. I answer only to the iron fist of the legion. Defeat is disgrace, and quitting sin. I am Charr and I will eliminate all enemies of the legion.
-Mantra of the Legioniar

A carnivorous feline species they stand a upright at six and a half feet, with keen senses, and sharp claws. They come with short fur in a variety of patterns. The charr migrated from the Ali'ga Desert back when it
was still just savahna a thousand years ago. Since then the majority of the population has resided in the Shanid Stretch region. They have a spartan culture that focuses on war, but some in society have begun to preach peace to stop the endless violence.

Dwarf
War_Dwarf_by_armandeo64.jpg

Beer, smithing, and war that is my proffesion. I've been to the deepest casms, and the highest peaks. My hammer can split rock as easy as skulls. Who would dare face a dwarf?
-Colonel Fire-Beard

A stocky hair humanoid the dwarfs are one of the oldest races. They are renowned smiths and fighters, especially with the warhammer. They live in mountainous regions mostly, but have some settlements in the foothills. They have built a mssive network of underground cities and highways between their holdings throughout history, but lost most of of it to history as well.

Elf
1408651-warhammer_highelves_017.jpg

We have watched this world longer than even we can remember. We have ruled it, been ruled, fought, rested, lived, and died in it for thousands of years. We are the best for two reasons.
One, practice makes perfect, and two, each of us has centuries of time to practice.
-Prince Soler

Averaging at five feet tall, with a slender build, pointed ears, and an incredibly long lifespan comes another of the oldest of races in the world. The elves are light and agile capable of performing acrobatic stunts with ease. They formed the first royal house, and their ruins dominate half of Istok, their culture has changed little since then though. Still they are one of the more respected races.

Gnoll
gnoll.jpg

We will fight them on the mountains, in the hills, through the forest, onto the plains, in the sands, on the beach, and cast them into the ocean to drown. The Gnolls will win this feud, and I will be the
one to make it happen. HAHAHAHAH!
-Bloodmaw Gnoll Cheif
A hyena headed humanoid, gnolls typically stand at four feet - seven feet tall depending on the tribe, with redish brown fur. Possessing exccellent eyesight in the dark,so they are mainly noctournal creatures. Gnolls live in loose tribes across the land, and are known for nighttime guerilla tactics. They rarely engage a foe in the open, and almost never in broad daylight where they no longer have their advantage of sight.


Goatmen
Khazra.jpg

Baaaahhhh with it. We have lived peacefully enough have we not. Kept to ourselves and only taken what we needed, yet still we meet hostility. They claim we bite the hand that feeds us,
but that is were all the nutrition is.
-Elder Hathor of Clan Green Hoof

With the head and everything belowthe waist resembling a goat, and the torso of a man these are strange beings indeed. Living in hilly areas the goatmen, or satyrs, are herbevors who livean agrarian lifestyle. Seperated into clans they trade freely with one another, and others. When provoked they go into battle on foot leaping into the enemy with their strong hind legs.

Goblin
Fantasy-Art-Yigit-Koroglu-Cin.jpg

Nothing beats a good trade. I give you something in return for something else, everyone wins. I don't care if the currency is paper, coin, gem, or shinny peebles. If it has value I want it, because trade is good.
-Grizlow Prominant Goblin Merchant

Green and greedy the goblins live in a series of small communities across the lands of <continent name>. They act as traders, and bankers but can still be known to engage in mercenary work. They have long pointed ears and crooked noses, along with sharp tiny teeth.

Minotaur
Minotaur_BoBo.jpg

Roaming the plains while packing a few hundred pounds of items helps build up endurance. Which is good because I need it for when I charge into battle to impale the morons that attack us.
-Warleader Acacius

A bovine humanoid race the minotaur tower over most at seven feet tall and nearly match ogres in strength. They are herbervours that live pastoral life styles roaming the plains in tribal communities. When fighting they prefer melee to take advantage of their great strength.

Ogre
Ogre_appearances_concept_art.jpg

I must test the youths, so they can vent aggression and earn glory. Should we strike the skritt, no they're to small and quick. Perhaps the elfs, yet their defenses have increased. Maybe....
-Ogre Chieftan debating who to raid.

Ogres are large humanoid individuals, and are rather muscular compared to other races. They are not the smartest of the races, having a below average intellect, yet they have managed to have a complex and functioning society for thousands of years.Their society is decentrilized and tribal. Their main attribute is their immense strength. They are also known for being one of the oldest races in the world, even speculated to have exsisted before the dwarfs.

Orc
Ogre.gif

This land is our land it will be defended with honor, and saturated in the blood of our vanquished foes.
-Cheiftan Dar'kor of the Hammer Clan

The orcs are divided into clans, and small holdings. They value honor in battle highly, and often practice their skills either by sparring friends or raiding rivals. They are dominantly green in complexion, with brown and olive black being common as well. They tend to have small tusks sticking out from their lower jaw bone, giving a pitbull like smile. They have thick skin, which makes it hard to cut them down.

Serpentus
Naga_by_Dragonnis.jpg

All we want is the water ways and shorelines. Sacrificing the bipedals to our gods is a bonus.
- Jamae the Sea Witch

Much of the serpentus is unknown. They often try to expand their power over coastal regions, or waterways. They are scaly humanoids from the waist up with a strong serpentine tail. Peaceful communication with other races is rare, with the serpents often trying to capture people to become sacrifices, or slaves.

Skritt
Skritt_of_Guild_Wars_2.jpg

True scavanging isn't the best way to get by but what other option we have? We aren't best smiths, or fighters, all we have are numbers, lots and lots of numbers.
Don't worry one day we will use that to our advantage and take cities, and not just ruins like the one we're in now.
- Torpor Ruler of Faiden'hi Ruins

The skritt originally lived deep underground where their only other sentient contacts were with the dwarfs. Centuries ago the skritt's numbers disappeared mysteriously, and the survivors came to surface. These three foot tall omniverous humanoid rodents have colonized most of the world. Birthing in litters they have managed to gain large populations, and could become a threat.

Troll
WB1XoiW.jpg

The spirits are restless. A time of great change is upon us and we must act on it. Perhaps it is the oppertunity we have sought to build a new empire. Then other races will be our slaves again.
Yet it could be telling of our doom. The spirits are cryptic like that.
- High Priest Mul

The dense forests of the world house the trolls. Coming in shades of green and blue. They stand at a bulky six and a quarter foot on average. They have long noses, pointed ears, their hands and feet typically have three thick digits each, and large tusks pertrude from their jaws. They live in a sophisticated, but still somewhat primal network of city states across the globe. They are as old as the, elves and live as long as dwarfs if allowed.

Wargen
Worgen.jpg

The alpha leads, the betas serve loyaly, and the omega dies alone. That is the way of things.
-Pack leader Tacitus

These lupine humanoids are carniverous, and love the thrill of the hunt. They average on six and a hlaf feet, with sharp teeth, and a keen sense of smeel to track foes. They have a short lifespan of fifty years, and value loyalty above all else.

Human
500px-FootmanW2.JPG

Our mission was to land on a continent and take it! It doesn't matter to me if it was the wrong one. Our orders didn't include returning home, besides do any of you know how to get back?
-Commander Roland addressing his staff

Humans are a recent occurance in the land. They were a large expeditionary fleet that were thrown of course and stranded ten years ago. Since then they have had to fight off multiple foes, earning them a reputation as fierce warriors. The downside is that they are not well liked for having forcibly carved out their own kingdom.
 
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Regions

Ali'ga Desert
t25ZWmS.jpg

Home of the Goblin republics, is the vast red desert. Massive urban populations have formed around oasises in the land, and huge trade hubs on the coast and Vistula river. The land would be forgotten if not for the rich deposits of precious metals such as ruby, sapphire, and diamond that are found here.

Barindale
iBF67Xv.jpg

Once Barjeka, this temperate landscape was filled with Gnolls, Wargen, Ogres, and the next Charr fronteir.Then came the Humans, who by force made a foothold and have continued to spread their influence out ever since.

Doth Plains
nJ7T7Qr.jpg

East of the Vistula is a seemingly endless sea of grass. It is here the Minotaur, and Centaur first came into being, and it is here their disperate tribes are most common. There is not a day there is no wind, and there is not a day the whether is predictable. Cold fronts from the north, and heat waves from the south constantly rush across the land unperturbed by natural barriers. One morning could be freezing but rise to tempratures that could rival a desert by noon only to fall again. It is a tough life on these steppes but one that can be made.

Greyglen
CeEhGZz.jpg

This land resembles its northern neighbor of Yalendo in many ways. There just happens to be less trees due to the wood needed for the Kingdom of Shadowfall that inhabites it.

Fjorlan Peninsula
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Ogre fortresses and orcish camps dot this little penninsula. It has temperate climate, and full of rich soil for farming. The East is blocked by desert, and the coastline is trecherous. Perhaps that is why the clans, and tribes here have always been so unique, a consequence of near solitude from the world.

Paridium
bLNzyfu.jpg

Once the farthest end of the Arlanthan Empire, Elf, and the Empire of Stone, Dwarf, at their peaks. Signs of both their cultures can be seen in the towns, and cities that fill the land along the three rivers, in order from west to east; the black, the red, and the gold. With open plains with small deciduis forests scattered in the western sector.

Quopaw Forest
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Monolithic redwoods, caged by fjords and mountain ranges fill the land. It is a rugged yet beautiful region it is just a shame that sixty percent of all gnoll tribes in exsistance live there.

Shanid Stretch
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Named after the mounatin range dominating the region's western sector, the Shanid Stretch is a mix of marshes in the north desert in the middle and subtropical oasises in the south. It is here that the legions of the Charr have made their home, and work in a tenuos union toward greater glory.

Soler'aan Coast
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The Northern coast of Istok, eastern continent, is dominated by the elven race. It is from these dark forests with soft rolling shorlines that the elves created the most prominent emipre to date, but it has decayed for several milleni. The wilderness has long been removed replaced by ruins of prominent urban centers of ages past, and the shores filled with the squalor of those who left said ruins unable to afford their maintenance. Only on the foothills of the Vern Mountains, and the far southern sector does it resemble its former forbearing natural glory.

Telmani Highlands
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Much like the foothills of the Vern Mountains the Telmani Highlands is an assortment of hills. Blanketed with coniferus trees to the north that gradually reced into decidius trees then into rolling plains in the south. Here is where the largest amount of Satyr thrive, with Minotaur dominating the southern sector along the Obadai river head.

Vern Mountains
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Majestic is a word that comes to mind when thinking of these mountains. A beutiful array of colors in the foothills from spring to mid autumn, but frigid in winter. The peaks are often snow covered due to their altitude, so high it seems as if the earth wish to carress the sky with its fingers. It is here the Dwarves, and Skritt congregate in mass, their traditional homes, and where they fight for sole ownership.

Vistula
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A hilly sub-tropical landscape flanks the mouth of the great Vistula river, the namesake of the region. Various races have come to inhabit the 'Central Highway of Istok.'

Xehitchal Archipelago
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These tropical islands are home to numerous foilage and fuana. Many medecines, and deseases, have sprung from these lands. It is a land of variety, every island holds creatures of a different type than its neighboring island, all except for two creatures. It is here that the Trolls hail, first to tame the land, and the Serpentus raid as the ones who conquered the seas and shallows.

Yalendo
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The cold northern coast of Occasus, the western continent, resembles the primordial Soler'aan Coast. It is a dense untamed wilderness filled with a myriad of different racial factions, some native others vagabounds rejected long ago by their more sivilized cousins.

Alcazar
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Technically separated from the island chain, but often considered a part of it, is the world's greatest fortress. There are many names for it, the grand citadel, heaven's fortress, castle ruin, and etcetera. The mountains along the edges of the coast act as a natural defense, but have been augmented with a massive wall a hundred meters high, thirty meters thick, small castle complexes every ten kilometers, and tunnels that move through the mountain to the next wall. This unbroken chain goes down along the whole coastline. Massive ports that could hold armadas are the only way in with rings of gates with iron grates several inches thick. A whole assortment of interconnected fortifications make up the interior with pockets of wilderness that must have been farmland, and urban centers now abandoned. The center of this monstrosity is a ring of castles each impressive in their own right, with channel between them and a massive tower. The architecture is foreign to the cultures of the surrounding continents, and time has brought it low from the magnificence it must have once had. It is a island turned fortress only inhabited by smugglers on the coast, would be bandit warlords on the interior, and the occasional cult. There is little value to it except for its immense strategic positioning in relation to Istok, Occasus, and Xehitchal. To take it would be costly but the price a thousand fold to repair and maintain it.

Water Ways
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Factions

NPC
NPC Factions

<Humans> The Branic Expedition
Map Color: Red
Lore
Medieval-Fantasy-City-1.jpg

Base camp/Orev fortress

In the name of King Orev of Bran we sailed east to the continent of our hated enemies the Farl, but that is not where we landed. A great storm shifted the armada's direction. For months we starved not knowing where we where, in waters deeper than ever known before. It was a time of great uncertainty, would we all die on those ships, would we finally land somewhere, would it be home, would it be the original destination, but it was somewhere else. This strange land with man beast littering it was a mixed blessing. The expedition had been sparred starvation at sea, but became trapped with know idea how to return home. With in a week strange creatures that looked like dogs with long spotted necks, laughing inssesintly, charged from the woods. We repelled them eassily enough, our armor proving to strong for them to pierce.Then came feline monsters in tightly packed formations, marching ever on, but our tactics proved superior. Soon towering beheamoths came from the north, their strength crashed our lines, but our cavalry shattered their morale. With our position solidified we gradually expanded and upgraded our base camp for the past twenty years. Many of us miss home, and try to find ways to return. Until then Commander Igneaus will continue to lead us.
warcraft-ii-kultiras-flag.jpg

Expedition banner.
Stats
Leader
Name: Commander Igneaus
Class: Hero (Legend)
Rank: Ruler
Rolls: 8
Units: 7000

<Gnoll Faction> Ripsnarl Tribe
Map Color: Dark Red
Lore
bmraTaS.jpg

Ripsnarl are strong, we out of all other tribes have survived the endless onslaughts of the charr. Our god Canin grants us the right to fight, our cheif the courage, our hate the strength, and we will rule. These charr can throw themselves at us as much as they wish, let them weaken themselves trying to pierce our mountain homes. Their silly fomations prove usless in the steepening hills, thick forests, and narrow passages, and because of that we have survived, and always will.
wwZ1ZEh.jpg
Stats
Name: Ripsnarl
Class: Soldier (Champion)
Rank: Ruler
Rolls: 6
Units: 9000

<Minotaur, Goatman, Centaur Faction> Federation of the Horn
Map Color: Brown
Lore
[
1442x1000_5655_Fable_3_Brightwall_2d_landscape_fable_3_brightwall_lionhead_fantasy_city_picture_image_digital_art.jpg

An alliance of neccessity, our people united centuries ago to halt the advances of the other races, most of all the elfs and orcs. While their borders have shirnkedsince then our story tellers have ensured the memory of those days remained. They tried to drive us the centaur, the minotaur, and the satyr out, slaughtering all.Those who survived fled west, to the old lands. Once there our bretheren viewed us as invaders or worse vagrants. With nowhere to go we banded together and formed one major clan and managed to just barely halt the enemy armies. We moved into the lands they had already 'cleansed' and claimed it as our own. Since then we have only grown.
rlLjGB1.jpg
Stats
Name: Khan Bromun the Impaler
Class: Soldier (Champion)
Rank: Ruler
Rolls: 6
Units: 13000

<Elven Faction> The Arlathan Empire
Map Color: Blue
Lore
344170.jpg

The Seat of Elven culture is the city of Arlath, the seat of the Arlathan Empire. From here the Emperor sits upon the Sapphire Throne, symbol of the most prestigious and powerful state above the ground and below the firmament. The Elves continue to expand their empire and rule vast swaths of land. Their pike men and cavalry are feared across the continent as the most skilled and dangerous foes one could face. A few select members of the Royal family, Princes who command the Emperor's armies, ride dragons into battle.
c189359d27c9f8178f937ec2fedd14c0.jpg
Stats
Name: Emperor Mainor Soler IX
Class: Magi (Wizard)
Rank: Ruler
Rolls: 4
Units: 11000

<Troll Faction> Ruk'al Qeacha'po Tribe
Map Color: Purple
Lore
YlI2v1f.jpg

The strongest tribe of the troll peoples, the Ruk'al Qeacha'po are master warriors and hunters, raiding the villages of almost every race within the reach of their forests. Many Orcs have attempted to defeat the Ruk'al Qeacha'po, but all attempts have been thwarted by the guerrilla tactics of the High Chief.
CastleLadyHawkBannerBlue.jpg
Stats
Name: High Priest Teonotch
Class: Magi (Wizard)
Rank: Ruler
Rolls: 5
Units: 11000

<Dwarf Faction> The Empire of the Stone
Map Color: Dark Green
Lore
1600x920_557_The_Hidden_City_2d_fantasy_cave_city_picture_image_digital_art.jpg

The great city of Organd is the center of the Dwarven people. It is also the site of the Uppsularhall (Palace of the Great Sun) wherein lies the Iron Throne, where the Emperor of the Stone sits. The Emperor's power and wealth could only be rivaled by the Elves, but only on the Earth. Deep in the Stone, the master of all is the Dwarf. And as the great Paragon Hrothnar said, "He who rules the Stone will inherit and rule the wide Earth and the Firmament in time."
m-_uZzim4VSQFkWsIpbUqPA.jpg
]
Stats
Name: Emperor Kad-Khagar Bit Na
Class: Rogue (Assassin)
Rank: Ruler
Rolls: 5
Units: 10000


<Wargen Faction> The Kingdom of Shadowfall
Map color: Light Grey
Lore
NUmF5g7.jpg

In the city of Greymane, there rules a shadowy King. He is known as the Great Alpha, Master of All. It is from there that the Wargen nation is ruled. The Great Alpha directs and appoints Alphas (nobles) to rule lands and people, calling them to war for the realm. The Wargen are strong and are loyal to their oaths of fealty. They often hunt many tribes of Skritt, making them mortal enemies.
Gineas.jpg
]
Stats
Name: High Alpha Deucalion of Shadowfall
Class: Hero (Legend)
Rank: Ruler
Rolls: 6
Units: 12000

<Orc Faction> The Bonecracker Tribe
Map Color: Bright Green
Lore
MattBarrett_OgreFortress.jpg

The Bonecracker are by far the strongest of the Orc tribes, often intimidating their fellow Orc tribes into assisting them. The Bonecrackers often fight the Federation of the Horn or the Arlathan Empire, however they remain the mortal enemies of the Ruk'al Qeacha'po Trolls. The Bonecracker tribe is mainly concerned with the pillaging of neighboring Orcs and other race's lands. Their skill in this endeavor has earned them wealth unimaginable for an Orc tribe.
4IfPqUE.jpg
Stats
Name: Zar'tog Bonecracker
Class: Soldier (Champion)
Rank: Ruler
Rolls: 7
Units: 10000

<Charr Faction> The Iron Legion
Map Color: Orange
Lore
desert_port_city_by_ravirr17-d5rsb4t.jpg

The Legion is not only the military arm of the Charr people, it is their lives. The Legion is the government, school system, economy, and so on of the the Charr. Even foreign trade is handled by a specific department of the Legion. Thus, the leader of the Charr is the Grand Marshal, a mysterious and powerful figure who is the head of the Legion. The Grand Marshal by tradition dresses as a common Legionnaire and acts through his Field Marshals and Generals (in practice nobles of the Char) who rule land and command the Char in battle.
300px-Personal_story_mission_complete.png
Stats
Name: Praetorian Umbrius Oranius Vitoricus Typhoes
Class: Hero (Legend)
Rank: Ruler
Rolls: 7
Units: 12000

<Skritt Faction> The Warlords
Map Color: Beige
Lore
197251.jpg

Unlike many other tribal and fractured races, no Skritt warlord holds dominance. The Skritt warlords are all very weak and hold almost no territory, living in ruins and scavenging for food at most times. The slightly stronger warlords will occasionally raid caravans or attack a traveler, but in all honesty, the Skritt warlords at this time are no threat to anyone.
95863.jpg
Stats
Name: Skratt the Skritt
Class: Rogue (Assassin)
Rank: Ruler
Rolls: 4
Units: 20000

<Goblin and Ogre Faction> The Trade Confederacy
Map Color: Yellow
Lore
GollumTunnels2-1024x543.jpg

While most Goblins and Ogres live independent of the Trade Confederacy, many of them have joined together in order to make massive amounts of money. The Goblins trade what the Ogres raid, as many Goblins have so aptly put it. This partnership has made the Trade Confederacy the third richest organization on the Continent, only beaten by the Arlathan Empire and the Empire of the Stone.
CIS_roundel.jpg
Stats
Name: Patriarch Nob Powdersmith
Class: Rogue (Assassin)
Rank: Ruler
Rolls: 5
Units: 9000

<Serpentus Faction> The Great Wrath
Map Color: Cyan
Lore
c9e2ffdd7ace41e49d38206d32ba3397_zpsd7bd6dbd.jpg

The Serpentus horde, when it attempts to take a waterway or coast, calls what is known as a Great Wrath. This is similar to a Crusade or Jihad in history. The Great Wrath is made up of all tribes of Serpentus and is organized in the name of their gods. At the start of the game, the Serpentus tribes are considering calling for a Great Wrath, but it has not yet been decided.
Stats
Name: Divine Matriarch Níneth the Benevolent
Class: Magi (Wizard)
Rank: Ruler
Rolls: 6
Units: 10000

Player
1) Gorganslayer
Faction: Asuran
Faction Color: Peach
Capital: Falen'na, Paridium
Army: 48|2050 units
Allies: None
Enemies: None
 
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Facts And Questions
Q:How long is a turn?
A:Each turn is one whole season starting at spring.

Q:What tech level should my character or nation use?
A:Technology can range from stone age to late medieval (which would include early cannons and firearms), it depends on players' prefrence for their characters.
But it is still a fantasy game so you can have mages, magically charged portals for moving around your kingdom. dirigibles, and what not. If you have something
have something that isn't appropriate I will talk to you about it in private, and try to make it work.

Q:Can my character die?
A:Your character will only die if you tell me to kill him off, or do so yourself in an IC. Beyond that they can only be wounded and sit out a turn.

Q:What is the point of units?
A:They essentially are fodder for your character to help them win fights. Should you lose all of your units chances are you will be defeated.
One man can't beat an army no matter how many combat roles they have.

Q:Well how do casualty rolls work?
A:The Roll takes out a certain percentage of the force. That number fluctuates depending on who one, the army ratios.
For example:
Army X has 2 combat rolls and 4000 units. Army Y has 1 combat roll and 2000 units.
Army X rolled a 2 and a 5 on the combat rolls, but Army Y rolled a 6 which means they win.

The base line casualty loss percentages for a defeat are 1/2/3/4/5/6 depending on roll.
With a 2:1 ratio that defeat becomes 0.5/1/1.5/2/2.5/3

The reason for this is because it wouldn't make sense is if a an army of 10000 lost 6% of its forces to 50 people.

Base line casualty lose percentages for a win is 0/1/1.5/2/2.5/3
With a 2:1 ratio those percentages change to 0/2/3/4/5/6

If you have issues with this system don't worry, it can be traded out for a more refined version.

Q:I won the combat roll but the casualty roll took out the rest of my army.
A:Then you lost :(

Q:How many casualty rolls are there?
A:One roll no matter what.

Q:If there are changes to the game mechanics how will I know?
A:There will be a temporary posting on IRC. The mechanics post will be edited to include the changes,
and there will be a mini update detailing it on the latest forum page.

Q:I don't want to become a kingdom can I remain a solo character?
A:Ofcourse you can, and use that extra prestige and gold to max out combat points. Once you have enough you can use them to
kickstart a custom, or a yet to fire prexsisting major event. Keep in mind though you won't have those combat points for several
turns after that, and they come back one at a time. Starting world changing events is a tiring hobby.

Q:How strong are NPC factions?
A:Strong enough to where you need the help of npcs in that kingdom, and/or other players. The faction's post shows what the npcs'
army size is, and how many combat rollsa the ruler has.

Q:Will the NPC factions accumulate revenue, troops, and combat points?
A:They will replenish their troops, and revenue, but will remain rather stagnant stat wise unless players interact with them a lot.

Q:Is there a limit on fort levels?
A:Each region can have up to +10 defense

Q:Is there a limit to combat rolls?
A:players can have up to 6 combat rolls, so if they purchase a major event they will not being completely defenseless.

Q:What are minor events like?
A:An event that affects a whole region, such as a drought or two NPC factions going to war.

Q:Is there any way to tell when a major event will happen without going on a grand quest?
A:Leading up to major events there will be multiple related minor events, but by then it could be too late :3

Q:Can major events be stopped?
A:Stopped yes, prevented no. The major events will happen, and all you can do is mitigate the damage the minor events cause leading up to it.
Then you can try to fix the world, or restore order after it happens.

Q:What will I expect from a major event?
A:Large armies, pandemices, catastrophes that change some of the geography, entire kingdoms being wiped out, and the like.

Q:I tracked down one of the beings but I'm at my unit maximum already,can I still roll for an army?
A:Yes you will receive the units from the roll but you won't be able to buy new units until you go below your maximum amount again.

Q:How do I make a kingdom?
A:State in your combat order that you are starting a war with of conquest on a province in a region. Either with a province that is or isn't occupied
by a player, or NPC faction. Once there you have war orders available. Just be certain to bring friends because it will still be a challenge.

Q:I unlocked a rank but my stats say I have less prestige/ gold, why is that?
A:No you bought a rank. By doing so you spent that prestige/ gold on it and must accumulate more for the next rank.

Q:Can I do a quest or contract if there isn't anything near me on Quest Board?
A:Yes those quests are just for building up rep with factions. They may be ignored and you can make up your own quests.

Q:Do you still roll for those quests on the board?
A:Yes what is on the board is added to your roll.
 
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thumbnail1.jpg

Name: Prince Elrond Soler
Class: Hero
Race: Elf
Starting Zone: Soler'aan Coast
Starting bonus : 10 extra Units
Backstory:
The youngest son of the Elven Emperor and royal house Soler, Prince Elrond went out with a group of wanderers a when he reached age 1000.He has been wandering in the wilds with his comrades ever since.

Likes : Elves, Humans
Dislikes : Pretty much all other beings/evil beings
 
Archives


Gaze upon the history of Mundus.

Players
1)DutchGuy
Character:prince Elrond Soler
Stats: 1 Combat roll/ 54 gold/ 236|4000 prestige/ 120|250 units/ +19|100 rep Arlathan Empire (Councilman)/ injured
Class: Hero (Adventurer)
Region: Paridium
Race: Elf
Bonuses:+1 gold, +5 prestige with all Arlathan quest/contracts, +200 unit maximum.
2)Fingon888
Character: Tak
Stats: 1 Combat roll/ 121 gold/ 136|4000 prestige/ 10|10 units/ +13|100 rep Warlords/ 4|100 rep Empire of Stone/ 3|100 rep Arlathan Empire/ 4|100 rep Federation of the Horn
Class: Hero (Wanderer)
Region: Vern Mountains
Race: Skritt
3)Plutonium95
Character: Atishal Lavellan
Stats: 1 Combat roll/ 82 gold/ 34|4000 prestige/ 0|10 units/ +12|100 rep Arlathan Empire
Class: Magi (Neophyte)
Region: Paridium
Race: Elf
4)Aedan777
Character: Rolack Silver-Skull
Stats: 1 Combat roll/ 10 gold/ 223|4000 prestige/ 80|500 units/ +6|100 rep Federation of the Horn/ Cannot Raid Pheonicia for 5 turns
Class: Magi (Mage)
Region: Doth Plains
Race: Minotaur
5)Gorgonslayer
Character: Lord Celeborn Sera
Stats: 2 Combat roll/ 88 gold/ 265|4000 prestige/ 118|2050 units/ +16|100 rep Arlathan Empire (Citizen)/
Class: Soldier (Recruit)
Region: Paridium
Race: Elf
Bonus: Faction crown [unit maximum + 2000, State orders unlocked, Cannot do grand quests, +50% gold and prestige from revenue and combat orders, -50% prestige from quests.]
6)Blackbishop
Character: Stryke of Ash'tar
Stats: 2 Combat roll/ 111 gold/ 180|4000 prestige/ 10|10 units/ +30|100 rep Bonecracker Clan
Class: Soldier (Volunteer)
Region: Fjorlan Peninsula
Race: Orc
7) Dexander
Character: Danx Bloodrain
Stats: 1 Combat roll/ 162 gold/ 130|4000 prestige/ 10|10 units/ +10|100 Iron Legion, +8|100 Ripsnarl
Class: Rogue (Cutpurse)
Region: Shanid Stretch
Race: Charr
8)Zex
Character: Amarthelon
Stats: 1 Combat roll/ 510 gold/ 597|4000 prestige/ 150|150 units/ +5|100 Arlathan Empire/
Class: Magi (Sorcerer)
Region: Soler'aan Coast
Race: Elf
9)Galren
Character: Faith Bane
Stats: 2 Combat roll/ 88 gold/ 142|4000 prestige/ 50|50 units/ +7|100 Kingdom of Shadowfall
Class: Soldier (Recruit)
Region: Greyglen
Race: Wargen
10)Sneakyflaps
Character: Captain Delsaran
Stats: 2 Combat roll/ 60 gold/ 121|4000 prestige/ 10|10 units/ +5|100 Arlathan Empire
Class: Soldier (volunteer)
Region: Soler'aan Coast
Race: Elf
Bonus: Fountain Draught +50 rep with any faction (consumable item)
11)Rosvea
Character: Graz'ker Baroshk
Stats: 2 Combat roll/ 81 gold/ 165|4000 prestige/ 50|50 units/ +18|100 Federation of the Horn
Class: Soldier (Recruit)
Region: Telemani Highlands
Race: Goatman
12)Bisquix
Character: Nocona
Stats: 2 combat roll/ 47 gold/ 191|4000 prestige/ 166|210 units/ +20|100 rep Qeacha'po Ruk'al (Councilman)
Class: Soldier (volunteer)
Region: Fjorlan Peninsula
Race: Troll
Bonus: +1 gold, +5 prestige from Ruk'al Quests.
13)Fire and Ash
Character:Kudgol the Pale Scaled
Stats: 1 combat roll/ 65 gold/ 115|4000 prestige/ 10|10 units/ +55|100 rep Great Wrath
Class: Magi (neophyte)
Region: Alcazar
Race: Serpentus
Bonus: Draught of mystic water (+50 rep any faction, consumable)
14)Plank of Wood
Character: Orlan the Unbroken
Stats: 1 combat roll/ 35 gold/ 20|4000 prestige/ 0|10 units/ +5 rep Branic Expedition
Class: Soldier (volunteer)
Region: Vistula
Race: Human
Turns
Player Made Lore
1) Pheonician Centaur Tribe's Religion by Endovelicus
2) Gnolls and Gods by Alexander23
3) Hara's Queendom by Blackbishop
4) Planes of Existence by Plutonium95
5) Primal Forces by Bialaska
6) Armies of the Elven Empire 1 by Gorganslayer
7) Armies of the Elven Empire 2 by Gorganslayer
8) Elves and The religion of Silvyar by Gorganslayer
9) Dwarven Feelings on Foreign Races by Jako473
10) The Ruinous Realms of the Ratfolk by Tapscott
11) Roles in the Phoenician Tribe by Endovelicius
12)Religion of the Black Rose by Zex
13)Ul'dar God of Dwarfdum by Jako473
14)The Culture and Governance of the Minotaurs by Aedan777
15)A Treatise on Elven Magic by Plutonium95
16)The Clik Clak Clan by Dadarian
17)Shadowfall Before the Landing by Galren
18)Kingdom of Shadowfall and the Landing by Galren
19)Muggló God of the Skritt by Tapscott
20)Gnolls and Gods Report Two by Alexander23
21)Dwarven Defense and Military by Jako473
22)Minotaur Religion by Aedan777
23)Legend of the Pheonix PArt 1 by Endovelicus
24)Under-Empire of Ungollus by Tapscott
25)Lore of Serpentus by Fire And Ash
26)Wargen Pantheon by Galren
27)Yeidun Crystals by Galren
28)Lord of Serpentus 2 by Fire and Ash
29)Histories of Man Vol. 1 by iisbroke
30)Circle of Druids by Bialaska
Events
1) Minor: Imperialism
2) Vote: Mechanics Change 1
3) Vote: Results 1
4) Major: Wild Hunt
5) News: Important Statement
6) Minor Wraith of Fjorlan
7) END DEAD!
Waiting List
Open we have 14/30 players signed up

List of the Fallen
-Happycats517
-Dadarian
Character: *Guttural throat drop* a.k.a. Clik
Stats: 2 Combat roll/ 19 gold/ 1 prestige/ 0|10 units/ +5 Federation of the Horn
Class: Soldier (Volunteer)
Region: Vistula
Race: Goatman/ Satyr (picked it for you, just for stat reasons)
-Jeeshadow
Character: Hississian
Stats: 1 Combat roll/ 17 gold/ 0|4000 prestige/ 10|10 units/ +5|100 Great Wrath
Class: Magi (Neophyte)
Region: Xehitichal Archipelago
Race: Serpentus
-Noco19
Character: Jasker Wizbang
Stats: 1 Combat roll/ 29 gold/ 4|4000 prestige/ 0|10 units/ +5|100 rep Trade Confederacy
Class: Rogue (Cutpurse)
Region: Vistula
Race: Goblin
-Alexander23
Character: Urau'auk
Stats: 1 Combat roll/ 90 gold/ 65|4000 prestige/ 9|10 units/ +5|100 Ripsnarl/ -20|100 rep Branic Expedition (may not raid Harrisburg for 4 turns)
Class: Magi (Neophyte)
Region: Quopaw Forest
Race: Gnoll
-Spectre17
Character: William Montagu, Marquess of Landal
Stats: 1 Combat roll/ 16 gold/ 6|4000 prestige/ 10|10 units/ +5|100 Branic Expedition
Class: Hero (Wanderer)
Region: Xehitchal Archipelago
Race: Human
-Clophiroth
Character: Elianna Esveldera
Stats: 1 Combat roll/ 61 gold/ 36|4000 prestige/ 0|10 units/ +5|100 Arlathan Empire
Class: Magi (Neophyte)
Region: Vistula
Race: Elf
-Jako473
Character: Kurgan "Bronze-Axe" Tryggsnev
Stats: 2 Combat roll/ 49 gold/ 45|4000 prestige/ 10|2010 units/ +5|100 Empire of the Stone
Class: Soldier (Volunteer)
Region: Vern Mountains
Race: Dwarf
Bonus: Faction Crown (unit maximum + 2000, State orders unlocked, Cannot do grand quests, +50% gold and prestige from revenue and combat orders, -50% prestige from quests).
-Tapscott
Character: Skraz the Plaguemaster
Stats: 1 Combat roll/ 50 gold/ 27|4000 prestige/ 0|10 units/ +5|100 Warlords
Class: Magi (Neophyte)
Region: Vern Mountains
Race: Skritt
-Endovelicis
Character: Asharanorae
Stats: 1 Combat roll/ 70 gold/ 27|4000 prestige/ 10|10 units/ +5|100 Federation of the Horn
Class: Magi (Neophyte)
Region: Doth Plains
Race: Centaur
-KaiserBeer
Character: Vaynhardt Folles
Stats: 2 Combat roll/ 82 gold/ 138|4000 prestige/ 10|10 units/ +5|100 Branic Expedition, +2|100 Shadowfall
Class: Soldier (Volunteer)
Region: Barindale
Race: Human
-Bialaska
Character: Speaker of the Wild
Stats: 1 Combat roll/ 326 gold/ 83|4000 prestige/ 100|100 units/ +5|100 Arlathan Empire/
Class: Magi (Sorcerer)
Region: Yalendo
Race: Elf
 
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What Tak wants to look like. Not what he looks like at all.

Name: Tak
Class: Hero
Race: Skritt
Starting Zone: Vern Mountains
Starting Bonus: 10 units
Backstory: Tak was born in a small ruin as the last son of a relatively powerless Skritt warlord. He has scavenged for food his whole life, but he dreams of uniting the Skritt under his rule and then conquering the Empire of the Stone.
 
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NAME: Hokyros Ilobios
CLASS: Hero
RACE: Centaur
Start WITH: 10 units but base gold
STARTING REGION: Doth Plains
BACKSTORY: ((Will be filled in later))
 
Yes and no. Contracts and Quests are meant to be your most beneficial orders early on, but revenue and combat orders can be done in the same turn with the quest/contracts. I will be humble enough to admit there are imbalances which I will most likely be fixing as people stress test the system.
 
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Name: Atishal Lavellan
Class: Magi
Race: Elf
Starting Zone: Soler'aan Coast
Starting bonus : 10 extra Gold
Backstory:

Atishal was born in a small village a little over a century ago, long before the decline of the Elven Empire. Though he spent much of his life alone, exploring the wilderness all over Istok, he has spent made several friends of various races and creeds. During his travels, despite not receiving any formal training, he slowly taught himself to master his magical abilities. Atishal's primary interests lie in the other planes of existence, happily spending his time projecting his spirit to learn what dwells beyond this world, a rarely used technique due to the fear that one may lose their spirit in another plane. Many others view the different planes as places of evil, leading to superstition and fear, but Atishal believes that he sees them for what they truly are, a reflection of the real world, influenced by the beliefs of those who enter, without inherent evil. When he entered other planes time he will often converse with both spirits and demons, making friendships and sharing knowledge.

Among other people Atishal is somewhat introverted and shows a subtle wit and good humor. Still, he is far more open minded about the denizens of other planes than most other people, which has lead to disagreements in the past.
 
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NAME: Rolack Silver-Skull
CLASS: Magi
RACE: Minotaur
Start WITH: 10 units but base gold.
STARTING REGION: Doth Plains
BIO: (TBD)
 
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Name: Lord Celeborn Sera
Class: Hero
Race: Elf
Start With: 10 units but base gold
Starting Region: Soler'aan Coast - Arlath
Bio: Once an influential Member of the Elvish Empire, he was accused of killing his sister in cold blood and exiled, he fled with 10 of his courts best Elves. 5 years later it was discovered that he had been framed by his brotger who was executed. Elves where sent to bring back the elf but he had already roamed far. Lord Celeborn longs for the day when he may march back into the City that he once ruled, but until then he wanders the land. He is friendly towards all elves and Humans, and indifferent to many other species. However he abhors evil and has a special hatred reserved for dwarves after their role in the death of his father


(p.s: god damn it DG i was going to use that pic :p)
 
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Thanks fixed
 
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Stryke's Band


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Stryke of Ash'tar
Soldier
Orc
Band
Ali'ja Desert​


Stryke and his band are among the last of the once proud Ash'tar Clan. The Ash'tar were manipulated by the sorceress Hara and aided the witch to establish her petty kingdom in southern Fjorland. Once the true nature of Hara was learned, the Ash'tar rebelled, and were nearly wiped out. Exiled from his home, Stryke now wanders the Ali'ja wastes, scavenging and robbing to keep himself and his Orcs fed. Stryke dreams of one day returning to Fjorn and disposing of the tyrant Hara, and freeing Orckind from her rule.

* * * * *


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Harclaw of Gwar
Rogue

Harclaw is known as the realist of the band, and Stryke's lieutenant. She has guided the band to a life of brigandry by necessity. Despite coming to the Band an outsider, born to a rival clan of the Ash'tar, her cunning on and off the battlefield has been held in high regard by Stryke, whom raised her up to his second. She holds no illusions of the band's chances of taking on Hara, the self professed Queen of the Orcs. Her goal is survival.


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Jup of Ash'tar
Soldier

The Arms Master of the band and third in command. Jup is the eldest of the company and can recall the coming of Hara fifty years ago. Despite his age, he is still a formidable warrior. Prone to violent outbursts and sometime bordering insubordination, he is a respected member of the band.


* * * * * * * * * *

Enemies and Allies of the Band and Other Characters
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Hara
Wizard

Hara is a half Elf/Serpentus abomination, cast from her homeland. She is a wicked sorceress who first came to Fjorland some fifty years ago. She has used her powers to enthrall Orc Chieftains to her will and build a petty queendom in southern Fjorland. She rules the orcs as slaves, and the common revolts are put down with savage viciousness. It is unclear what her aims in Fjorland are, whether she just seeks to rule to sate her addiction to power, or perhaps subdue the Orcs and forge an army to exact vengeance on her persecutors.


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Nyuck the Goblin

Nyuck joined Stryke's Band in their travels across the Ali'Ga wastes. After saving the mate of Nyuck, the goblin imposed a life debt upon Captain Stryke and insisted on becoming a member of the band, swearing to serve Stryke until the end of his days, that may not be far off. Nyuck is an old Goblin, likely near sixty years of age. Despite his advanced age, he is very limber and agile and enthusiastic. Though not a skilled fighter, he proved valuable to the band during their dealings with the Trade Confederacy, acting as a translator. His help in Ali'Ga secured the band work with the Trade Confederacy, though now that the band has returned to Fjorland, his value has greatly diminished.

Despite being utterly worthless in Fjorland, as he possess no skill at fighting and is a liability at best, Nyuck has managed a level of affection among the Orcs of Stryke's Band. It has been observed that he is almost seen as a ward, fiercely protected from the members of the band despite his limited uses. Some members of the band remark that Nyuck gained the loyalty of the band through a series of Dust hallucinations in which he guided several Orcs through a bad trip. Whereas before he was seen as a curious and expendable outsider, he is now regarded as a member of the band

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Hara's Queendom
(NPC Faction of Southern Fjornlan)


Fifty years ago, the sorceress Hara came to southern Fjornlan and established her petty Queendom upon the backs of the mighty Orcs. The once proud Orc Clans of southern Fjorn have been reduced to slavery or enthralled by her magic. The Queendom is chaotic as the proud Orcs mount rebellion after rebellion, reducing the borderlands to a state of anarchy. Hara maintains absolute control, however, in the surrounds of her tower. Erected within the swamplands of Fjorn, her tower built from rough hewn stone by Ogre slaves, and infused with dark magic, stands as a monument to her malice.

The Old Way
What has become known as the Old Way, is the old histories and lore of the south Fjorn Orcs. Few survive who remember, and the mere mention of a time before Hara is punishable by death. Orcs are told Hara is eternal, immortal and the supreme Goddess of the world.

Hara's Hierarchy
Hara is the self imposed ruler of Orckind, and the subject of worship for her oppressed followers. Her viciousness and power has rendered all opposition to her near futile.

Hara's Disciples are Ogre and Orc most strongly susceptible to her indoctrination. They are deeply enthralled and completely loyal to her. Taken as hatchlings, these pitiful fools risk their life for Hara's will, and are among the most fearsome and formidable warriors within the Queendom.

The few Orc Chieftains that remain have sworn fealty to Hara and given a degree of power and wealth as incentive to keep their clans in line. A climate of fear is used to keep these weak willed Chieftains loyal.

All other Orcs are mere slaves to Hara's will. Used until their death in labour and war, the many that rebel are put to a horrible death, those that escape are doomed to a nomadic existence in exile.​
 
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Jasker Wizbang


Race: Goblin

Class: Rogue

Starting Zone: Ali'ga Desert (in Vanata)

Starting Bonus: 10 Extra Gold

Backstory:

Descending from an illustrious lineage of con-goblins and cheats, Jasker Wizbang inherited a conniving attitude and (self-perceived) charm well-suited for nefarious means. This skillset was embraced by a young Jasker, as he merrily swindled, stole, beguiled, and bluffed throughout various cities. At first, luck was on Jasker's side, and he made himself a sizable fortune that was spent on the finer things in life - clothing, mistresses, cuisine However, his tricks would catch up to him.

Following a rather poor streak, Jasker found himself penniless, any banked wealth squandered to preserve his opulent lifestyle. Desperate, Jasker took a loan from someone he shouldn't, an aristocratic Elven gentlemen who Jasker had met in one of his travelling romps. When the payments were due, Jasker arrogantly refused to pay and skipped town for Vanata while things would hopefully cool off. This dream would shatter quickly, as agents of the aforementioned Elf pursued Jasker seeking what was owed, either in coin or blood. By the time Jasker reached Vanata, he was at wits end.

It was not long until the Elven ruffians found Jasker hiding in a tavern in a rather seedy district, whereupon they seized him and carried him off for presumably violent reasons. Much to Jasker's relief, this was not to happen. A lumbering Beastman emerged and made short work on the Elves, only expecting to bully an overweight Goblin, not a monster. Grateful, Jasker was quick to offer promises a repayment to the Beastman, who seemed a few fuses short of an explosion. In a stroke of profound genius, Jasker decided that this Beastman - "Clik" - would prove a muscled asset of the highest caliber, and thus proposed the two join forces in a joint-venture of exploration, primarily for business opportunities, but also serving well for Jasker to escape his Elven pursuers into the unknown.
 
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Name: *Guttural throat drop*
Nickname: Clik

Race: Beastman (Clik doesn't even know)

Class: I'mma eat you now (Warrior I guess)

Starting Zone: Ali'ga Desert (in Vanata)

Starting Bonus: 10 Extra Gold

Likes: Elflesh, Rats, Orcs, Dogs, Cats, Goats, Flowers, Death, Fire, Children

Dislikes: Men, Elves, Women, Elves, Dwarves, Elves, loud noises, did I mention Elves?

Bio: Clik was never smart. He doesn't remember much. His dad beat him alot for being "an idiot unable to even graze to live", but Clik isn't sure. At some time he got his hands on an axe. His axe is nice, and her name is Bob. Bob likes to eat, especially elflesh. When not picking flowers or (trying to) play with children, Clik feeds his axe.

One day Clik stumbled across an goblin with the cutest little cheeks being beat ups by elves. Naturally this is a no no for Clik, who proceeded to cut them up and store them for later. Clik was going to go pick more flowers, but the cute lil goblin offered him a job as a ... something. Clik doesn't know what he does, but if he gets hit he's doing it wrong and if not he's doing it right.
 
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