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Kingdom

Overlord Chou

Junior Member
Cue the world. Has a yellow sun like our Earth. But the world is much bigger, having ten continents. With floating land masses and other islands. Also random portals exist. Leading to unknown planes of reality. Lastly three Earthbsized Moons. One akin to Earth. Another barren with crystals, and last covered in water with some islands.


The stage is set. Societies and cultures are being born. It is time to start, a kingdom.


Well yeah that's jest of it. Create societies, control fluff and play with others as a interactive plot. Like War Hammer fantasy meets Final Fantasy and control context.


Rules:


1: No God moding.


2: Be nice. Competitive too but playful like.


3: Can have four kingdoms.


4: Twelve good picks and six bad picks. If pick bad points get more good points. Total can be 18. But gotta play up them weaknesses.


5: Aside picks. Just make up societies as you want. Culture, background and religion. Etc.


6: Have fun.


I will post my own sides another time and just try making sides up and play them out. Can pick any narrative in play you feel like it. So many points to experiment to the max. Want war jacks? That's here. Blasters and sky vehicles? That's here. Armies of artificial life forms? That too. Magic? Yep. Sheer bad ass? Yep.


Hell can be a kingdom of wood land creatures with Psionics who do not even need to wield a sword or shield. The limitations are pick allowance, creativity, and just cannot nuke the world with a gesture. That's it really.


After posting kingdom and its approved ( It will most likely be accepted. As long math and stuff is good.) Can start role playing.  And after all. The important thing is to have fun.
 
Picks to choose from:


 



Good Traits:


1: Super human: All residents of this kingdom for some reason are just


plain better. Not by a lot, but helps.


2: Beast Tamers: Able to use amazing animals in life. From modest work


to warfare. Need monster weakness though.


3: Magic sensitive: like super human, all residents of this nation have an attuned sense for magic, making better magic users.


4: Technology Boost1: Now in the Renaissance.  Guns exist but not wide spread and so forth. Bombs are real too.


5: Tech Boost2 (Need 1): Steam Punk now. Guns as Advanced as Wild West Days with Hot Air Balloons, trains, and such.  Can have rockets/early missiles now.


6: Tech Boost3 (Need 2):  max level. Now crazy good. Electricity via science is happening, with electric weapons. Rapid fire machine guns, flame throwers, robots, cars, flying machines, and so forth.


7: Bounty: Lots of food.


8:Mineral rich: Better mining.


9:Noble Empowerment: Your nobles in this nation have super natural


power, making them more powerful than "regulars." (Includes the other


stuff.)


10: Elites: The men folk in the Army have among the best training


known, and are in good shape for war.


11: Amazons: The women fight too. Adds to army size.


12: Big Country: Can be bought up three times. As it says, it makes it


*BIG*.


13: Masses: Lots of people. Up to 3 times to buy.


14: Piety: Your folk have a sense of religion, and it pays off.


15: Divine Help: Religion based magic spells/units.


16: Married to the Sea: Your naval skills are awesome.


17: Mountainous area: Your country exists in mountains, easy to defend.


BUT harder to grow food (No bounty buy.)


18: Magic Masters: Worth while magic troops/leaders. Including spell


types and amount.


19: Magic Artificer: Capable of building magic gear. Costly though.


20:National Treasure: Already have magic stuff. Lots of magic toys.


21:Rich: your nation has lots of money.


22: Alchemy: Science/magic! For many interesting results.


23;Master Hands: Crafts of all sorts of life are amazing here.


24:Educated: Their all smart!


25: Special Training: Special units, got to explain though.


26: Ether Tech: High tech with Magic. For interesting results. Magic +


Tech for the win. Magic Artificer + Tech3.


27: Rare Resource: Something valuable in your land. REALLY valuable.


28: Amphibious: Can live on land and in water.


29:Summoners: With Magic Masters and beast Tamers can conjure up beasts to fight for you, upgrades with Here lie Dragons/Beasts of Fantasy.


30:Hire Hands: Rich enough to have bonus troops considering your


situation.


31: Good relations: People like your side.


32: Good Spirits: The common man of your kingdom/race. Loves you. They


all do, including their families and stuff.


33:Beasts of Fantasy: Need Beast Tamers and Here lies dragons. You get


stronger monster units.


34: Blessings of the Underworld: Your people feel well at home in the


underground/world. Lots of cool stuff and mentality to make it work.


Even live there.


35: Our Gods Walk Among Us: Access tech and magic to good degrees. Need


penalties though. Only way to add  celestials to Kingdom.


36:Healthy Life style: Things are better over all.


37: Tolerant: This means other peoples will like to join them.


Including non humans, even mutants! (They just need to not use evil


magic.)


38:  Adaptable: Due to a connection to the World Host (Mana) your


people can live damn near anywhere.


39: Loving Sea: Get lots of food from it and good travel.


40: Giants: Your people are HUGE.


41: Relic Tech: Have access to ancient tech. Not magic, but "tech."


just so advanced, looks like magic.


42: Mighty Ancestors: Your ancestors did such great things their memory


is legendary. Keep them pleased and you'll get boons from them.


43: Gift of Flight: Your people, can fly.


44: Re-Incarnation: When your people die, they die. But their souls do


not go to the After Life. They become alive again, in a new body.


(Must buy non human for this trait.)


45:Nature Harmony: This nation, the "land" and the people understand


each other. So benefits.


46: Mighty Tome Archives: Your race loves knowledge and magic so much


they made a "great library" for them. Lots of spells and ideas in those


halls.


47: Brilliant minds: Your kingdom has extremely smart people who are good at their studies, warfare included.


48: Bio Mass Control: Control rate and kind of mutations, per mutation.


49: Love Adventure: Easier to make units to go out into the world, to


explore.


50: Psionics: Everyone is a natural psion to boot.


51: Mobile Fort: Getting a whole fort to move on wheels and such.


Highest technology of Land homes.


52:Flying Castle; Needs Ether Tech. But with this your able to have a


flying castle or two. A mobile home that can rain down death from the


sky and even land.


53:Collective; Roll 1 die, 6 sides. Number times 2. Most races allowed


at start of game is 12. (6 sided) And well yes. Start out with that


many people, that much more variety.


 


54: Geno Makers: Magic Tech and Monster tamers needed, now have artificial made monster servants to help out your kingdom’’s needs.


Also it should be noted you do not have to be human. Human is default.


Note that multiple races can exist pre kingdom.


 


55: Essence Power: Have access to Ki/Qi/Chakra/Prana based powers. New school of spell thought and martial arts.


56: Space Tech: With Ether Tech and Relic Tech. Able to master, reproduce and improve tech to point of flying into outer space, laser weapons, and so forth. Ultimate tech level.


57: Pet Kaiju: Need rogue Kaiju. But with this have access to ultimate sized monster units.


58:Animal Control: Able to control monster units on command, any and all, so no need for capture and tame missions anymore.


59: Ley Lines: The land of your kingdom is rich in magic energy. Ley Lines, Mana Pools, Soulnados and so forth. Extra energy to draw from.


60: Multi Dimensional: Must be non human for this, you have a foot hold in two planes thanks to a nearby dimensional gate.


 


 


 


Bad traits:


1: Angry Peasants: The common people do not like you.


2; Damn Mobs: Super form, they REALLY do not like you.


3: Monsters: your nation has fearsome wild beast who make life hard.


4: Hive Mind: One ruler rules all, the ruler is in all their minds. It


has no inner strife. But due to one mind, progress and such are faulty.


Also rulers are needed or it goes to Hell.


5: Superstitious: They do not like magic, and shun it.


6: Bad Soil: Farming is not so good here, so less food.


7: Godless: Instead of Piety/Divine, no worship of God in any form,


this is a bad thing. And it shows.


8: Debt: At the start, your not rich, your poor, dirt poor, so poor at


first you *HAVE* to make deals for money loans or try to conquer a


place of it's worth.


9: Hollow Earth: No treasures in those hills/mountains.


10: Wicked Sea: Your people are not that good at navy related things.


11: Scattered people: Your nation, is not a true unity. It is made of


groups of people. And for the most part, they do not get along with each other. 3 time level.


12: Tiny Nation: Can be taken THREE times. It makes you small. At max


your no longer a country, but a city state. Yes, a city state. The


kingdom is just ONE city!


13: Dumb as a rock: Stupid people for the most part.


14: Strife in the court: The government, does not work well together at


the moment, watch your steps.


15:Bad relations: Your neighbors hate you.


16:Dirty : More likely to catch diseases.


17:Rare Magic: Yes, harder to come by here.(More expensive.)


18:Cursed: For some reason, they have bad luck.


19: Here lies Dragons: Super form of monsters. Yeah, bigger monsters.


20: Civil War: Your not even a full country at the start, your fighting


to become ruler. THEN have to rule!


21: Eternal War: Your nation loves war. So much peace trade and


alliances are lame! You better be strong for this.


22: Meek: Not use to fighting. War skill is less.


23: Bad hands: Tougher time building.


24: Barren: For some reason have less likely chance to have babies. So


less people.


25: Strange Wilderness: Some spots of the land are just too bizarre for


words.


26: Blood Debt: have to make blood sacrifices every day. This makes you


"Evil." to most.


27: Dark Pact: The truth is the Rulers of this nation made a deal with


bad forces. Get units/magic. But at costs. (Chaos,Evil,Demons,etc.)


28: Poor magic skills: You get magic! But VERY limited. And most of the time it does not work.


29:Raging Barbarians: Pretty much the 'Monster" flaw. But humans, not


beasts. They do not have magic.


30: Greedy Leaders: Projects cost more cash.


31: Close Minded: They are not a tolerate people in regards to "other"


cultures. Or ideas in general.


32: Zealots: More extreme form, convert or die.


33: Being Non-human: Other races (Human mostly) will not like you.


34: Cruppy resources: In general, hard to come by.


35: Raging Hordes: Mean non-humans invading your land. And they will


come back with time.


36: Blight of the Undead: Like the other invader stuff. Only it's the


undead.


37: Hell Maw: A pit in the land that minor demons escape from. That's


pretty bad.


38: Underground Horrors: Tunnels under your land. Creatures exist


their, and their making caverns to invade.


39: Angry Sea: Sea monsters, pirates, rough tidal currents/etc.


40: Chaos Taint: Part of your land, is no longer safe. Not to mention


chaos monsters.


41:Poor Tech: Instead of medival level, now Greco-Roman.


42:Poor Tech2: Think Mayan/Aztec levels of tech and some Egyptain.


43: Alien Minds: Your people cannot comprehend other cultures. Just


noise and randomness.


44: Escapist: (Another form of Angry Peasants/mobs.) Your people are


not happy, to the point their willing to move to a nearby nation. The


nicer, the better. Watch your borders.


45: No thumbs: Not only non human, but cannot use tools!


46: Poor Tech 3: Now stone age. Literally.


47: Slow: Takes longer to acknowledge things, so less fight/ movement


rates.


48: Magic Marauders: Like Barbarians. This time the race invaders have


magic spells.


49: Ruled by Fear: Lack of exploring as due to past, they are afraid of


the outside world, and rather not deal with it.


Less adventure/travel rate.


50: Baby Snatchers: They are hated for one thing this kingdom does is


raid others, take their kids and raise them as their own. Total mind


wiping/enslavenment.


51: Weak tools:Materials are crappy so weaker constructs.


52: Harder to Defend: No real forest or hills, or mountains. It's all


flat and easy to access. Making it harder to defend in bottle necks,


flanking and such.


53:Super Racism: only one race in your nation. All other races,


regardless of nationality will be put to death.


 


54: Poor Tech 4: Your Kingdom and race has no technology at all. Need to be


"really" hardy and strong to survive. CAN have tech. Just someone else needs to teach you how to use it.


 


55: Pact Spells: In order to cast magic your spell casters must be in pacts. So, no piety and weird demands.


56: Alien Invaders: Aliens Invade once and a while. Saucers or lavaos lites by your choice.  Either way they come from the Heavens to wreck your stuff.


57: Rogue Kaiju: Giant monsters, really big mean ones at that and heaven help you should they take interest at wrecking your stuff.


58: Animals Hate You: Opposite of Animal Control, no monster units, none what so ever, animal creatures simply hate your guts.


59: Weak Mana Field: Opposite of Ley Lines, your land is tapped out, so weaker energy pool to draw at kingdom casting.


60: Hostile Realm: Must have non human. Your in a hostile, harsh plane and no gate to Earth like world, and your border is cornered by rough npcs
 
This is the joining and rp thread in one. There were interest threads too. Oh and three moons in case people do not want main Earth or really decide to go Lunarian/ FF 4 in being fantasy space travelers.


So early in morning. Latter my example kingdom.
 
Example 1:


The land of Alstria.


Pros:


1:Super Human


2:Elite


3:Piety


4:Beast Tamers


5:Beasts of Fantasy


6:Magic Sensitive


7:Re-Incarnation


8:Our Gods Walk Amongst Us:


9:Essence Power:


10:Magic Masters


11:Tomes of Magic


12:Bounty


13:Rich in minerals


14:Valuable Resource


15: Ley Lines


16: Amphibiotus 


Big Nation (2)


Cons:


Non Human


Strange Wilderness


Monsters


Here be Dragons


Close Minded


Alien Invaders


Plot: In a jungle setting from Hell. These Salmabder/ Newt beings have a strong foot hold. Armed with magic, faith and experience of being reborn after each death. These natives made their city at the site of where their "Gods" crashed. Which in reality a huge crater.


And have gotten good at war in dealing with the horrors from space that wish to silence their Gods.


The land is rich in life and valuable things including Star a Stone. A metal at the capital. All sorts of weird and interesting life forms in their control. Also their jungle seeks to eat any who go including the natives as the plants are alive and move to their own beat.


They are better in humans in all ways, three kinds of magic, and their warriors drill their art to perfection.
 




 


 


Positive :



-          [Ley Lines] Ley Lines go through the lands of Zylkthar making it a magical land, ][- Rare Magic] but they are too deep to be accessed normally


-          [Masses] The Perfect State of zylkthar has millions of people that are not easily fed


-          [Summoners] Summoning maddening beasts from the depths of the underworld is the most common magical profession in Zylkthar


-          [Relic Tech] The Zylkhtar have found across their llifeless lands the relic of a long dead race that has conjured this death-filled ground.


-          [Mineral Rich] The grounds of these dead lands inherit the largest amounts of minerals that can be found, but the demons underground don’t seem to want to give them


-          [Love Adventure] What might seem like the love to  adventure is only the need to spread the haunting stench of Prylkr.


-           [Rich] Bloody money hoarded through the millennia’s by the Perfect One’s away from the crippled hands of the Zylkthar.


-          [Healthy Life Style] Life Healthy or else. . .


-          [Educated] You are above all races, so learn to be that way.


-          [Big Country] Worthless land taken for a worthless cause.





_____________________________________________________________________________________________________________________


 


Contras:


 

-          [Hostile Realm] The Land is dead, joy is dead, love is dead, nothing can grow on it. The beasts lurking these lands will drive you mad with their grotesque form then eat you alive.


-          [Bad hands] The insane architecture of the cities is nothing easy to be build.


-          [Greedy Leaders] The Perfect One’s do not care about the rest of their kin aslong as they can rule, worship the Dead Gods and live the good life away from the horrors of their country.


-          [Zealots] The Zylkthar and the Perfect One’s worship the rotting god Prylkr which murdered these lands and many more. You shall rot too.


-          [Super Racism/Xenophobic] The Zylkthar shall be the only race to prevail after the Great Rot to rot with the world forever.



History of Zylkthar:


 


As the Zylkthar, a people that have 6 side-ways leanning eyes across their face that only opened up to slits and a mouth placed directly on their throat. On their head they have nothing but sunk in spots like the sight of a fleshy field of hills. Their skin doesn't have anything relatable to any animal that exists, but the touch of them feels like the color gray but looks like a very light violet. How they move, is a maddening sight as they move with 4 arms and hands that were bend like the hind-leg of a gazelle. These grotesque creatures inhabitat the lands of Chraa since anybody could remember if anybody even wanted to go there or could. How they survived even with their frail bodies against the horrors that lurk those lands is even more unexplainable. Their cities litter the lands like they are the pox of this planet themselves. When you walk them you can only see the despair and apathy of the people, the rotting flesh that hangs from the claws that reach out from the buildings as if to grab a new prey and the gigantic castles in the middle that towered above everything else, given everything what was taken from the dead land. Only the screeching of the preachers of Prylkr and the Dead Gods and the marching of the Warrior of Faith can be heard in the streets and occasionaly the screams of despair and the roars of the beasts.


Escaping would never be an option as the Zylkthar are rejected by any race, as if crossing the mountains filled with even greater horrors wouldn't be already impossible.


So, only the Perfect One's, the leader of the Perfect State of Zylkthar live the live that should be lived, under their hands the Relics of the dead race of old that rumors say have actually killed those lands instead of Prylkr but whatever it was,


 


what it did has killed his creators.


 


We all are rotting.




(Eh, why the heck not? Let's give it a try.)


(For everyone who wants to have an easire time, trying to pack something together with the options given by Chou, you should try this: https://rolz.org/join . Helped me out to create this nation. 1d60)


@Overlord Chou
 
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( Cool. A corrupt large land of the dead type situation. In which land is dead, the leaders do not care and only seek to spread the rot. Accepted. My next post will be in character and next write up. Do not want to do too much role playing at once, do not want to hog all the world. But share it.)
 
Mind if i watch for a little bit before i join? i have a kingdom in mind but never played a nation building rp before and would like to see how it plays haha
 
The Kingdom of Oerland


Positive traits

  • super human
  • bounty
  • big country x2
  • masses
  • piety
  • educated
  • married to the sea
  • master hands
  • loving sea
  • good relations
  • Alchemy (doesnt call it magic)

Negative traits

  • Superstitions
  • Scattered People
  • Strife  in court
  • Zealots
  • Raging Hordes
  • Greedy leaders
  • Strange wilderness
  • Hollow earth

Oerland is named so after the first Oerlian prince, Oerfrieund the Mighty, is a massive kingdom located in the northern parts of the world, with the white wastes looming to the north, the twisting dark forest of Syrindar sprawling out far along its western border and its eastern border pressed lovingly against the shores of the Great sea and splattering out across the multitude of isles that claim the area home. Along the southern border is the vast expanses of hills, plains, rivers, swamps, marches and forest that provide home for both her allies and her enemies. 


The first age ( Imperium year 001 to Imperium year 783 ) 


As lore states, the first people came to the lands of Oerland following the great prince as he had forsaken the great sea supposedly in mourning for the drowning of his dearest love. Once there they quickly set to work clearing out land as well as the natives and in only a mere sixty years the first great city rose from the dirt. As most things the city and its borders grew over time, colouring the land with small villages and swathes of farmland around the walls of the city and before long there was another, then another until there were four cities, each ringing out with the tone of progress and the earnest work of a proud people. Unfortunately for the people at the time, their progress had gathered the eyes of those to the north, the Harsan, of whom had no home and no quarrel with taking another's. Great hordes marched day and night from the wasted steppes to make war on the men below, burning and looting everything in their path. It was a brutal year, with the harsan riding on the back of winter not long gone, but it was a victorious one and at its end many drank in good humour. The defeated hasan were either captured or pushed into the wastes, their lands being claimed and compensation along with thousands of their people, of whom were now to be Alam, or under bloods. The hasan have not since gathered their strength enough to do any significant damage in their petty raids. 


The crowning of Runar of Goltbahr followed the high spirits of victory a scarce few years later making him the first Furngori, or Great Emperor. The grand craft of shipmaking returns from under the shadow of the first prince and a great navy is formed, laying claim to the numerous islands of the great sea and their bounties. Trade routes are forged, guilds and cities explode in size and influence as well as the creation of great works, a faith in the Sungar and an interest in one's ability to twist and change basic elements to produce useful potions and tools. Under the billowing, smokey pillars of mourning fires the great first age came to an end. 


The Second age ( Imperium year 784 to Imperium year 1237 )


The second age is topped off by the crowning of Runar's sister's son Asir of Halm, a weak boy not fitting of power but propped up by nobility not wanting a power struggle to ensue as one would in the grasping for an open crown. it was under this weak rule, however, that the envious state of Ankar saw it's opportunity, invading from the south and sweeping over the lands of Oerland before the sluggish government could properly react. The young Asir was quickly dispatched and in his place rose Alo, king of Ankar and all her tributaries. There are mixed emotions on Alo and his kin, as their rule brought prosperity, trade, and expansion but stifled culture and religion through regulations and an emphasis on industriousness. This provided that the nation be feared and respected by outsiders all while being plagued with racial undertones, rising dissent and an ever presently conniving court that only sought to push its own self-interests. All of these problems that had been boiling under the skin of the kingdom suddenly and drastically came to a head in the form of a rebellion lead by Auster of Halm and fueled by a strange combination of zealous rage and nationalist ideology. After a long bloody three years long war the rebellion is victorious, quickly disposing the king and crowning the fervent Auster. It is said that they paraded the poor Ankarian through the streets, stopping at each town to Flagg, beat and otherwise brutalize in a sort of religious ceremony. This bloody act is what is said marks the end of the Second age. 


It is currently year 1362 of the Imperial calendar and a new king has been crowned, Darn of Halm


(Good at fighting, good at ship things, racial divisions cast in the fires of war, zealous, proud.)
 
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So let's assume that my people are a race of shapeshifters... Like Beornings, basically... Does that make them non-human ? Do I need Beasts of Fantasy ?
 
So let's assume that my people are a race of shapeshifters... Like Beornings, basically... Does that make them non-human ? Do I need Beasts of Fantasy ?



Shapeshifters.


The fantasy race of swiss people. Nobody knows what they are until they are told that they are everything.


Shapeshifters most of the time just settle for a species and stay in that form most of the time. But when you can change into anything you want how do you know what you are? The answer is; you don't know.


Shapeshifters are simply their own race or the race they choose to be. They are the fucking varriation of genderfluid, even if it is retarded. 


But no, you don't need Beasts of Fantasy because this is your race. Beasts of Fantasy are the animals and beasts roaming your lands. 
 
I was thinking more like skin-changers or animagi; one shapeshifter can become only one animal. Thank you for answering my question. Now I shall get to work !
 

The Kingdom of Wechsreich


 


Pros


----------------------------------------


1. Super Human


2. Mineral Rich


3. Elites


4. Mountainous Area


5. Rare Resource -- Mithril


6. Magic Artificer


7. Rich


8. Good Relations


9. Good Spirits


10. Love Adventure


11. Special Training - They're excellent with heavy weapons and natural seafarers.


12. Tolerant


 


 


Cons


-----------------------------------------------------------------


1. Cursed -- They can't seem to advance in technology at a high rate like most other races.


2. Hell Maw


3. Underground Horrors


4. Monsters


5. Raging Barbarians


6. Here Lie Dragons


 


<More details to be added later.>
 
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This seems to really be booming, also Wechsreign seems like it's going to be a very good trading partner. 
 
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I am so proud of this booming. Good work everyone. My real schedule is still kicking my sorry hide. And the shape shifter thing was answered correctly


your people are your people. Beasts/ here be dragons and so forth are the critters in your home land. Out to eat you unless they are tamed or slain.


And I love all the kingdoms made. So much goodness in them.
 

The Kingdom of Hautsberg


 


Pros


 


________________________________________________


1 Big country


2 Amazons


3 educated


4 masses 


5 mineral rich


6 tech boost 1


7 tech boost 2


8 tech boost 3


9 elites


10 rich


11 brilliant minds


12 master hands


 


Cons


_______________________________________________


1 weak mana field


2 superstitious


3 super racism (can it please only apply to my country so all non-hautsbergan residents get killed but diplomats and diplomacy works as normal (with a bit of racism))


4 rare magic


5 raging barbarians


6 pact spells
 

The Kingdom of Hautsberg


 


Pros


 


________________________________________________


1 Big country


2 Amazons


3 educated


4 masses 


5 mineral rich


6 tech boost 1


7 tech boost 2


8 tech boost 3


9 elites


10 rich


11 brilliant minds


12 master hands


 


Cons


_______________________________________________


1 weak mana field


2 superstitious


3 super racism (can it please only apply to my country so all non-hautsbergan residents get killed but diplomats and diplomacy works as normal (with a bit of racism))


4 rare magic


5 raging barbarians


6 pact spells



You maybe should put some effort into that you minimalistic fuck
 

What a nice request you fine gentleman but I was planning to do something similar to the kingdom of Wechsreich as I have added as much information as him/her as such, more will be revealed later but thank you for that polite request.
 

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