Comrade in the Shade
prophet of a future not my own
Goodness. This site has changed so much in the years I've been away. Is in one still around from 2012?
I'm looking to stretch my RPing legs with a high fantasy nation-building game with an involved plot that will more and more aggressively pull players to interact together. It would be a throw back to one of the games I loved most when I last played (all credit to Uziel for being a bad ass mod). I don't want to be the new kid to arrive at the playground only to insist that everyone plays their game, but what do you say? Any takers?
I would commit to weekly "turns" with updates coming every Sunday evening - of course, inter-player content wouldn't require a moderator's approval.
Let me know what you think. I'm looking forward to meeting you all and having a creative outlet again.
World Map: Pysical Geography
[/URL][/IMG]
The Realms Main Guide
I'm looking to stretch my RPing legs with a high fantasy nation-building game with an involved plot that will more and more aggressively pull players to interact together. It would be a throw back to one of the games I loved most when I last played (all credit to Uziel for being a bad ass mod). I don't want to be the new kid to arrive at the playground only to insist that everyone plays their game, but what do you say? Any takers?
I would commit to weekly "turns" with updates coming every Sunday evening - of course, inter-player content wouldn't require a moderator's approval.
Let me know what you think. I'm looking forward to meeting you all and having a creative outlet again.
World Map: Pysical Geography
The Realms Main Guide
- I: Claiming a country
- II: Your Nation Thread
- III: Nation Diplomacy
- IV: Warfare
- V: Statecraft
- VI: Research, Reform, and Projects
- VII: A brief history of Realms and Magic
- IIX: Characters
- IX: Towns
- X: Races and terrain types
Claiming a nation in any NBRP is easy, and it's no different here. In the Signup thread, you will have two maps. One is the blank nation map, which shows all the existing countries. The other map is the territory map, which shows what kind of terrain that territory has. Some races fare better in certain kinds of terrain. For example, Dwarves in forests are going to have a hard time, but humans can live almost anywhere without penalties, but no bonuses, either.
The only territories you cannot claim under normal circumstances are the Scourge (Black) and the Wild Edge territories (Purple.) If you play an Undead nation you can claim a Scourge territory, or claim any other territory with the standard bonuses or penalties. Wild Edge territories cannot be claimed normally but can be settled and conquered in game.
You will claim one territory. Do your best to describe which one you want. Try using a comparison to RL locations or number of territories away from the coast. Your best bet is to simply upload a picture with the desired territory marked.
The terrains are described here:
Now there will be different terrain types, described here.
Mountains: Filled with metals and rocks, mines on mountains are lucrative. Difficult to settle and has low population growth. Colored brown.
Plains: Flat or hilly terrain with no discernible features. Crops grow well here but there are few other resources. No penalties. Colored beige.
Forests: Surrounded by trees, plants, and animals, forests usually provide very well for its inhabitants but is difficult to settle and populations don't grow quickly. Colored green.
Deserts: Filled with rocks and sand, with little water, these wastelands seem to hold lots of magic. Hardest to settle and least population growth of the normal territories, but desert settlements gain unexpected bonuses. Tundra is a desert where the temperatures are extremely cold, rather than hot. Colored yellow for desert and gray for tundra.
Bog: Lots of water and wildlife, swamps have great game and lots of water access. Difficult to settle but once settled, no effect on population growth. Colored blue.
Wild Edge: These territories cannot be claimed and are coupled with another terrain type. Magic in the Wild Edge doesn't work right, and the creatures here are weird. And they get weirder. There is much to learn from these places but they are extremely hostile and difficult to settle. Once settled, population growth is...Well, players will just have to find out. Colored purple.
Scourge: An afflicted area that is filled with necromantic energies, anything that is unfortunate to die here returns as the Undead. Fortunately, the Scourge is not expanding, but it's not shrinking either. Almost impossible to settle, and population growth is equally difficult. Colored black.
If you choose to make a nation, once you claim your nation and its territory gets approved, you need to make a Nation thread. This is where you'll store all the data on your nation and post updates on your mobilization/production/national announcements...but it's not for international communication.
Simply title it (Without the quotes):
"[The Realms] [Nation] Your Nation's Name"
Within the thread, use this template as the first post. Be sure to make records of all of your actions!
Code:[b]Nation Name[/b] [b]Flag[/b] [b]Leader[/b] [b]Race/s[/b] List racial bonuses, as well. If you make a custom race, give all the details you can, and create 2 racial bonuses for them. If they are accepted, any other player can make your custom race as a character or a nation! [b]Government[/b] Communalistic, democratic, tribal, monarchical, whatever suits you [b]Economic System[/b] Controlled, barter, mercantilist, free market, or even none [b]Economic Tier[/b] Decided by moderator [b]Currency[/b] The name of your nation's currency and its details, if you use currency at all [b]Nation Bonus[/b] 1 custom bonus that allows your country to stand out from all the others. If you have a Mixed race (3 or more) you will have two of these. These bonuses must be approved first. [b]History[/b] Very important! If your history is not up to standards, your application might require changes, or be denied altogether. Be sure to include lots of details, because you are building this world! [b]Culture[/b] Also very important. Give all the cultural details you can think of. Give us at least a solid paragraph. [b]Major Cities[/b] List 5 and link any Town sheets that you create as individual threads. Players might adopt your cities and role play them in detail. [b]Important Officials[/b] List as few or as many as you want. Have them be available for play or keep it private, that's up to you. They may have their own character sheets or be integrated into a town, etc. If important officials have their own character sheets, link them here. [b]Population[/b] Decided by moderator [b]Military[/b] Decided by moderator [b]Unique Unit[/b] A unique soldier or piece of equipment that helps your military stand out. Keep in mind that, with a few exceptions, most unique units will require previous training. [b]Pacts/Alliances[/b] List your allies, deals, and enemies
Of course, you are highly encouraged to add other flavor categories as you please, like national anthems and the name of your leader/main officials, and make this as detailed and as creative as possible.
IMPORTANT Communications between nations SHOULD NOT occur within Nation threads. Nation threads are for the player of that nation themselves to update and add new announcements or mobilizations/productions/whatever. Communication between nations should be done through Capital threads or through PM. Players will also conduct Statecraft in their respective Capital threads. I'll cover these aspects in detail in the Nation Diplomacy and Statecraft tabs.
As a Nation player, it is very important that you do not shy away from diplomacy, as it is a tool that can be your best friend in both times of prosperity, and desperation. Through the use of diplomacy, you may open your nation to trade with others, forge a vital military alliance, and rally nations to whatever cause you feel to be worthy.
Diplomacy shall be conducted in your nation's Capital thread. Simply title it (Without the quotes):
"[The Realms] [Capital] Your Nation's Name"
Please, It is important to note that this is not the modern era, there are no international organizations where negotiations may be held, instead, your diplomacy HQ, located in your capital will serve you. Every player will post their diplomats as well as a character, and fill out the appropriate sheet. Players with multiple town sheets can conduct diplomacy there - just make sure there is a secure building. You don't want your leader meeting at a bar full of thugs and assassins.
Now there are several types of pacts, and agreements which are regularly used in Mosaic Earth. I will list the basic ones here:
Free Trade Agreement: This is one of the more basic agreements. It simply opens trade relations between your nation and the other player's nation. (Gives slight economic boost to both nations)
Non-Aggression Pact: This is an agreement whereby both parties agree not to invade one another, thus securing neutrality.
Mutual Defense Pact: If you agree to this pact, you will be expected to defend the other party when they are faced with an invasion. By the same measure, they will be expected to protect you from an invasion.
Military Alliance: By far the strongest of all the agreements, an alliance will call for all consenting players to coordinate their military together in both offensive and defensive campaigns. Technology sharing agreements are often part of an alliance.
Of course, nothing stops you from creating your own custom treaties.
That having been said, let me remind you of something: None of these alliances/agreements are guaranteed, and if someone breaks the terms of the agreement, don't be surprised. Just as in reality, diplomatic ties are fragile and can be severed easily. Just because someone agrees to a Non-Aggression Pact with you, doesn't mean that they won't attack you. If a player breaks an agreement, they aren't in trouble, because they have a right to violate it if they so desire. (Though people might like you less for it)
A note on NPCs:
They are not your friends. Generally, their reaction will be 'Open Fire' or 'Hide they have more guns than we do.' But if you manage to facilitate communications, you might be surprised what they have to offer...
It is inevitable that at some point your nation will be embroiled in war.
Sometimes you may face a non-player controlled nation, sometimes a fellow player, as you conquer or defend. When you are contemplating attacking a nation, take in mind its population, size, and possible strength. You may utilize your Dogs of War to spy, scout, or sabotage a possible nation you wish to invade or to simply discover the nation's true military strength before you attack.
Once you decide to attack a nation, PM me.
I will set up the map and the [War] thread, and you will tell me what troops will attack from which directions. Utilize realism, 1,000 troops can't float over an ocean. They need ships to be transported on, remember, naval forces will be a factor!
Once we have the army statistics together, the actual combat will begin, which I will assist you through. Most of it will consist of you moving your troops about and trying to capture enemy cities and crushing enemy numbers. The map will be a major part of it.
Invasion Tolerance
- Tier 1 - High Tolerance
- Tier 2 - Moderate Tolerance
- Tier 3 - Low Tolerance
- Tier 4 - No Tolerance
Reaction Time
Nations cannot just say 'Go!' and drop 3 full corps of troops on the enemy's doorstep, this takes time and effort. Transport boats are absolutely necessary to ferry units overseas.
Military Garrisons
Now, when you are invaded, your troops will not be there to instantly react. If the invaders are in some distant corner of your nation, it will take time to send your troops there, and it is likely that your infrastructure will be ravaged in the meantime. How can you stop this? Build garrisons. A garrison is a fortified center from which you can rapidly deploy troops, a military base of sorts. If you have a garrison nearby, you can deploy those troops to the frontier immediately. Garrisons also allow you to train troops at a slightly faster rate when you are being attacked. While this makes garrisons a target for invaders, they are still very important. Just PM me where you want your garrison, and I'll let you know how long the build takes.
Generals
Generals are military commanders that can be researched and produced for your Corps. Keep in mind no one just STARTS with them, they have to be "made".
Remember, you have to keep the General to his specific Corps. Corps without Generals leading them are significantly weaker. However, Generals can be killed in battle if their Corps is significantly destroyed. Each Corps can only have one General, and Generals can gain experience points with every victory their particular Corps wins (I'll announce your experience point gains in War/Battle threads).
- One-star Generals, Corps overall power increased.
- Two-star Generals, Corps overall movement increased.
- Three-star Generals, Corps overall power doubled.
- Four-star Generals, Corps has the ability to summon civilian militias to fight every turn, where feasible.
- Five-star Generals, Chance of enemy units disbanding and fleeing theater or war
A General's information is written up and stored like any other character. As such, they can be played by a player that does not own the nation that general fights for. Additionally, an independent character can end up becoming a General for a country if he gains enough experience in commanding troops through roleplay!
Once a General passes the Five Star ranking, whenever a General makes a significant victory enough to gain another star, I will instead PM the player offering them the choice to add a newly created and thematic ability to their General's profile.
Army Size Laws
You can't have a disproportionate amount of military units. You can't have your whole population being part of the military, as that is just ridiculous. Your military can reach a maximum size of 10% of your population. This can be increased to a minor degree through certain reforms. And remember, your population may decrease if you encounter a famine, plague, or some devastating natural disaster. By the same token, you can increase it through conquest.
Army Experience
In Realms, all units gain experience just like Generals do. If they train up to become another type of unit, they retain this experience and veteran status. However if they are infused with less experienced blood they will lose rank (Equal to the two ranks averaged together, rounded down, if it's one-half of experienced and green.) The experienced soldiers, however, will help teach the younger, less experienced soldiers, and they will regain their ranks quicker than normal troop formations!
- Rank 0, Green: No bonuses
- Rank 1, Blooded: Unit fights harder
- Rank 2, Veteran: As above but more, improved morale
- Rank 3, Hardened: As above but more, decreased casualties
- Rank 4, Heroic: As above but more, increases bonuses to allies
- Rank 5, Legendary: As above by more, crushes enemy morale
Additional ranks give CUSTOM bonuses!
Creating Units
Whether you are building a road system or training your military, you must always PM all of your actions to the moderator, and keep records of them. So if you want 1,000 troops, you send me a message stating how many of what type of unit you want, and I will give you the times for that instance. Remember, it is not a static number you can apply again and again! EVERY time you train new troops or build new things you must send a PM!
In Realms, we train units differently from other Nation Builders. Instead of ordering a thousand archers, those archers need to be trained in basic combat first! So all of your units will start as basic level units (unless you have some kind of bonus) that can be taught new skills. Just remember, once you train a unit on a certain path, they cannot usually cross-train into something else, with a few exceptions. Normally a Warrior that is trained to become a spearman will not be able to learn to ride Cavalry. However, with the proper research, you can train that spearman to ride a horse, and he becomes, for example, a Lancer.
Your Unique Unit will, more than likely, require previous class training.
A group of units that has gone up in rank can automatically go up in class, but you might not always want to do this. All units that have been trained from one class to another will keep all previous abilities and knowledge.
Standard Units
Warrior: Basic man with a weapon, the warrior has been drilled to be a better fighter than the average peasant. The first step toward becoming a professional soldier. Warriors can be trained as Swordsmen, Bowmen, and Spearmen, and, between battles, can rotate between these three roles between battles, but their more advanced versions will always be better trained and better armed.
Polearmsman: Requires warrior training. Spearmen are good against fighting enemy formations and cavalry, but are vulnerable to being flanked and to archers.
Soldier: Armed with a sword and a shield, the soldier is a good, well rounded unit that can slaughter normal and unguarded troops. Their shield allows them some additional protection against archers, but don't rely on it.
Archer: A soldier with a bow and arrow, Archers can hang back and open fire on enemy positions without getting close. If engaged in melee combat, however, they are extremely vulnerable.
Adept: A magic user of the most basic kind, the Adept augments other unit formations and gives light buffs.
Healer: When present on or after a battlefield, healers reduce allied casualties.
Mage: Powerhouses of destruction, the Mage uses brutal, raw magic to cause casualties, but are best deployed int he front of the battle, where he is vulnerable to all infantry types.
Horseman: A warrior put on a horse or other steed. Train warriors, get steeds, have Horsemen. Some steeds have bonus attacks or magical abilities!
Cavalry: More than just a warrior on a horse, the Cavalry are fast-moving soldiers that can cut down infantry formations, but are normally vulnerable to spears.
Large animals (Horses, essentially) take 1 space on any boat.
Canoe: Regardless of the name, the canoe is just a river boat with people in it, are better used for transporting people and goods. Can carry 5 troops or supplies for 100.
War Raft: A raft that is ruggedized for more combat applications, they can go onto river and the ocean. Can carry 50 people, or supplies for 1,000.
Seaboat: A seaworthy vessel, the seaboat can trade over the oceans, usually with neighbors, or be modified for combat or whatever purpose you see fit. Can carry 200 people, or supplies for 4,000.
Experiment and find what kind of units you can come up with!
Statecraft is another vital element of Realms. Through statecraft, you will determine the way your nation reacts to natural disasters, civil unrest, and other crises. As a player, you will create your nation's leader, providing him or her with their own unique titles, history, and the combination of leader bonuses. The decisions which you make here can be the difference between internal stability and a massive rebellion, so be sure to consider your options thoroughly before making a decision.
Now then, let's get to where and how you make your leader. Your leader's profile is to be posted as any other character would be, and must be accepted. Unlike other characters at this height, Leaders CANNOT be owned by anyone other than the person who made the nation, unless there is an in-game coup.
Leader Bonuses
Leader bonuses are attributes possessed by your leader which give you a certain advantage. Every leader has two of ten possible attributes, and their respective nations shall benefit from them accordingly. The following is a list of leader bonuses and their effects. Choose the traits which are best suited to your method of playing, and remember, once you have chosen a set of bonuses, you are stuck with that set for the remainder of the game.
Ambition- Increases war tolerance. Slightly decreases the amount of time necessary to implement military reform.
Charisma- Makes it easier to forge alliances with NPC nations. Increases troop morale by +2.
Coercion- Decreases the chance that NPC nations will attack you. Reduces enemy troop morale by -1.
Discipline- Improves the organization, and morale of all troops by +3.
Industriousness- Reduces the amount of time necessary to implement economic reform and economic projects.
Insight- Reduces the time it takes to research new techs.
Organization- Allows the research of multiple techs or reforms without a time penalty.
Protectiveness- Reduces the time it takes you to build garrisons and decreases unit training times.
Ruthlessness- Decreases the chance of civil unrest by -2. If your nation loses two or more battles in a row, increases the chance of civil unrest by +1.
Spirituality- Decreases the amount of time necessary to implement social reform and social projects.
Making Decisions
Now you may be wondering, "How is statecraft conducted?" The answer is very simple. After you have posted your leader, and the post has been approved by a moderator, you will create your capital thread. You will post your capital in the continental subforum in which your nation is located. This thread is your leaders place of administration. All capital threads will be in the following format: "[The Realms] [Capital] Your Nations Name". For example, "[Capital] The Thracian Imperial Palace". It can be a palace, or a Senate building or whatever. Just be sure to describe the building in detail in your first post. Once you have set this up, I, or another mod, will keep your leader updated on the affairs of your nation by posing as a courtier, or adviser. You will respond, and make decisions as your leader. The courtier or adviser will later inform you of the outcome, and we will continue from there. Your decision in Statecraft will have a great influence in the game so be careful.
If someone takes to much time to make an decision an private PM will be sent. If no answer is given, the mod will assume that your leader ignored the affair and things will proceed this way. If this is repeated several times, your nation will collapse.
Roles of Towns and Players
In Realms, the Towns can play a significant role in Statecraft! If a town is able to act on its own, the national governemnt might not need to do anything, so Towns can roleplay their end of the problem, and come up with solutions. Players, depending on the form and function of your country, can participate in the democratic process, decision making, and execution of those decisions. If an ancient evil creature is attacking farms and citizens, a town might be able to react faster and more effectively than the government can, so work with other players and with characters to solve your problems!
In order to increase your nation in terms of its military, economic, and social stats, you will have to research new technologies and implement new reforms. Always remember that the key to research and reform is creativity. I am open to a host of ideas, and if you PM me your own unique ideas on research and development, I will inform you as to whether or not they are acceptable.
Note: When you send me a PM with your recruitment and research orders please include your stats and any other benefits you may have related to the orders.
Technology Research
Technological research in this game is very similar to the way you enlarge your army and navy. You will imply describe the technology which you research, and I will PM you the time it will take for your nation to research that technology. You will probably spend a lot of time researching new military units, and stuff. Just PM me and I will let you know the time.
Military, Economic, & Social Reform
You can also improve your nation through reform. Would you like to improve the organization of your army to increase discipline and morale? Or perhaps you would prefer to streamline your government's bureaucracy to give you a minor economic boost? You could also try to spread a singular religion through your country to promote unity and stability. Really, the sky is the limit with these reforms. Just give me a detailed description of your reform plan and its intended effect, and I will tell you how long it takes.
Magical Research
Because magic is essentially unexplored, there is much to learn about the laws of magic. Don't be too afraid to experiment and develop new and more effective forms of magic than the basic buffs of Adept, raw but dangerous powers of Mages, and the gentle caress of the Healers. Sometimes you might even encounter magical artifacts from the Dragons or even the Ones Who Came Before...
Weapons of Mass Destruction
Since this game is in the Bronze age, no nukes unless you can develop them through thousands of years of technological development. Or magic.
Speaking of magic, it is possible to make a magical WMD. You just have to figure out how to do it.
Monuments
Monuments are very large projects which require a great deal of time and resources. Monuments are projects such as magnificent temples, forums, and other places of cultural and economic exchange. These epic projects shall at first provide you with relatively moderate bonuses which I shall inform you of when you complete them. But when you start to accumulate a few monuments, your nation will begin to wield a monstrous amount of power. If you amass a number of social monuments, you will become a grand center of culture, and in your golden age, people from neighboring countries shall begin to immigrate to your country in waves, forcing some NPC's to dissolve into your nation. If you choose to pursue a fiscal pathway, your economic power shall increase, while that of your neighbors decreases as you create a monopoly on trade, making it nearly impossible for any regional rival to keep up with your economy.
Be warned though, these monuments will likely have a tendency to draw the attention of many other players, so be prepared for battle. In addition, if any of your neighbors begin to produce a good deal of their own monuments, your bonus will be taken away. So remember, it is important to be strong in all fields: Military, Economic, and Social. Just as it is impossible to have a strong army when you are overwhelmed by rebellions or a crappy economy, it is equally impossible to maintain a golden age or trade monopoly without an adequate army.
In Realms, there is almost nothing known about magic. Your Adepts are trained by men and women who have been trained by their parents who were trained by their parents and so on. Nobody knows why Magic works; it just does.
What is known is that magic is tied to the different planes of existence. However, like magic itself, almost nothing is known about them. This is what is known so far:
Plane of Destruction: This is where Mages draw their destructive capabilities from
Plane of Positive Energy: This is how people are healed through magic, and how people are buffed by Adepts.
Plane of Negative Energy: Necromancy is somehow tied to this, and Adepts draw upon this plane to weaken their enemies.
More will be posted as discoveries are made.
Dragons are ancient, magical beings that fly and roam the Earth. Little is known of their history, but they speak all languages and seem to love treasure. A Dragon-blessed piece of treasure or weapon is indeed potent and mighty prizes.
Precursors are merely known to exist. The Pyramids are known to have been built by Precursors, or the Ones Who Came Before. But other than a handful of archaeological findings and a few magical (but powerful) items, nothing is known about the Precursors. It is speculated that their destruction created the Wild Edge territories and that they created the Scourge.
The Scourge are lifeless stretches of land, where nothing lives...But plenty unlives. Here, the undead occurs without instigation. People who die here will return to haunt the living. Spirits, corporeal undead, and even darker creatures thrive here. Thankfully, it is not spreading. But it's not receding, either.
The Wild Edge are places where mages fear to go, because magic doesn't work right here, and nobody knows why. The creatures here get weirder and weirder the deeper you go, and everything seems to turn on its head. The creatures and the plants here are very magical, but please do not eat them; you don't know what they will do to you.
Beyond rumors, myths, and legends, the only story you start with in Realms are the stories you bring.
In all roleplays, characters make the game. Even in NBRPs, where you play as a nation you still, normally, have your spies, diplomats, and leaders. In Realms, characters become even more important. Leaders, spies, diplomats, and generals are all written like normal roleplay characters. Their sheets and the demands of their application are higher, to be sure, but there's a bonus: Other players that do not run a nation can play different roles in your country. An independent player can, with the nation's permission, play as that country's diplomat, a General, or one of their heroes. Through roleplay and advancement, a character can even replace a leader and that player will take over that nation!
Now, nation characters that are not played by another player will not have heavy standards placed on them, at least not as much as normal characters, since NBRP players aren't used to writing out long sheets. If a player takes over that character, however, they will have to write that character's personality and history in their own words to show to the Mod that they understand this character and who they are.
All characters that aren't NPCs in some way must have a sheet. Nation players will link all their character sheets in their Nation threads. Please title character threads follows (without the quotes):
"[The Realms] [CS] Your Character's Name"
The sheet is below.
Code:[u][b]General Information[/b][/u] [b]Name:[/b] What is your Name? [b]Gender:[/b] Are you a Male or Female? (If you are other please explain.) [b]Race:[/b] What species are you? Human, Vampire, Morphgui, Another? [b]Age:[/b] How old are you? [u][b]Appearance[/b][/u] [b]Visual Appearance:[/b] Place a picture of your character here, it can be a drawing, or a picture. [b]Physical Appearance:[/b] Describe your character to the best of your ability. NO “Look at the picture.” [u][b]Personality Information[/b][/u] [b]Likes:[/b] What are some of the characters favorite things. [b]Dislikes:[/b] What does the character hate. [b]General Personality:[/b] Describe what your character is like [u][b]Equipment[/b][/u] [b]Stuff:[/b] What're the miscellaneous things your character keeps for survival crafting, and so on? [b]Equipment:[/b] Weapons, magical items, armor, clothing, and so on. Keep in mind basic equipment. [b]Money:[/b] Most nations use different coins that might not be accepted in other nations. Some nations and buyers don't care. Some nations don't use currency at all. Keep track of your money here. [u][b]Powers[/b][/u] [b]Racial Powers:[/b] These are abilities and Powers that your race has (Which will be listed in the main guide) [b]Unique Powers:[/b] These are the Powers that you have that the rest of your race may not. Not all individuals will have them, they are usually gained through roleplay. [b]Skills/spells/talents/other:[/b] These are anything that wouldn't necassarily fall into a category listed. These will probably be developed rather than started with. [u][b]Career[/b][/u] [b]Class:[/b] List your classes and how many levels you have here. Keep in mind the basic classes, and whatever classes that have been developed! [b]Job:[/b] What is your character's current occupation? [b]Legend:[/b] As you roleplay you will achieve a number of accomplishments, whether you fail or succeed. List them here. [b]Rank:[/b] Are you a diplomat, leader, hero, or general of a nation (or just a mercenary in one of those?) Record your rank here (Ranks 1-5) [u][b]Character's History[/b][/u] [b]History:[/b] What has your character done in the past? [b]Role Play Sample:[/b] Show me how you roleplay.
ALL characters start at level 1, as one of the basic classes. You gain levels by being active in threads. If the moderator of the thread feels your character contributed enough, they will level up; it's that simple.
In Realms, towns will act as individual, identifiable locations for characters and nations to roleplay in. Not every town will have a thread; they will be set up as necessary. If you would like to put up one of your towns as a playable location, or when players visit one of those towns, fill out the following form and post a new thread in the appropriate continent. If you would like to create an unaffiliated town, fill it out and post it, as well, but it must be approved.
Code:[center][b]Town Name[/b] Of [b]Nation Name[/b][/center] [b]Mayor[/b] Or whatever the town's leader is called. They will need a character sheet. [b]History[/b] [b]Culture[/b] [b]Town Guard[/b] Decided by moderator [b]Town Crime[/b] Decided by moderator [b]Economy[/b] Decided by moderator [b]Developments[/b]
Towns can also be used to settle neighboring territories. When a nation dedicates citizens to make a new town in a neighboring territory, they can use that town to build influence in that region. If a nation builds enough towns, they will eventually own that region! Conquering enemy towns also help in this regard. Plese, link all your towns in your Nation threads.
There are many races int he Realms, and here are the basic ones. They don't have to be exactly what they're popularly conceived of: Not all Dwarves are Scot miners. However, their bonuses are constant.
Any approved custom race will be put here, as well!
Ability 1, Mountainmen: Bonuses to settling mountains
Ability 2, In their Blood: All new units recruited into the military start as Warriors, no training necessary
Dwarves can sense magnetic fields, and can enhance this sense to allow them to know when they are underground or even what kind of metals are near.
Ability 1, Forest-Folk: Bonuses to settling forests
Ability 2, The Elite: Unique units do not require previous training
Elves are attuned to nature
Ability 1, Rolling Hills: Bonuses to settling plains
Ability 2, Wee Ones: All units are stealth
Halflings can move around more quietly than other races.
Ability 1, Swampy: Bonuses to settling boggy terrain
Ability 2, Inventive: Machines do not require training to be operated
Gnomes can build tools and nick-knacks that help them in various ways without much training
Ability 1, Adaptable: No penalties for settling any kind of terrain (no bonuses either)
Ability 2, Rank and File: Units advance into other unit types faster
Humans can replace existing class levels with higher class levels
Ability 1, Adaptable: No penalties for settling any kind of terrain (no bonuses either)
Ability 2, Army of One: Units that have not advanced from one kind of unit to another gain bonuses in battle, and experience does more for them
Orcs have a powerful adrenaline system, allowing them stronger and longer bursts of energy.
Ability 1, Choose: Pick any Ability 1 from above
Ability 2, Custom: Create your own
Animal folk have enhanced senses and reflexes.
Ability 1, People of the Scourge: Can settle and thrives in the Scourge
Ability 2, Rise from the Grave: Deceased enemies felled by you and allies not banished return as undead of their class before they fell
Undead characters are immune to negative energies, and while they can be felled, they will return from the dead unless they are destroyed by extreme natural elements or by positive energy (and whatever else might be able to banish undead.)