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Fantasy Lastlands: Pawns of Muurdaan

Beckoncall

World-Weaver and servant to the most-holy PC
Supporter
The "Wolftime" is finally over, a decades spanning period of infighting and instability in the City-States where neighbor warred against neighbor and the old order was shattered with the forging of the new. The Overlord Xeres is no more -- The era of the Underlord Houses is at hand...


The interior of the realms are slowly climbing out of the chaos, tenuous alliances and truces are holding the tattered unions together while opportunistic eyes turn outward towards the frontiers -- For new opportunities, lands, and wealth. The Noble houses that can make the boldest moves and greatest acquisitions in the untamed "Lastlands" may very well receive what is needed to pull all the realms back into order -- or press their own claims and capitalize on shifts in power.
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You are a lesser lord or lady, of an independent banner or a client house beholden to one of the Underlords. If the new order is to prevail, the lastlands must be conquered and pulled into the fold of the city states... pulled in by the works and machinations of players of the games of power such as yourselves. If YOU are to prevail, you must carve a claim to power and riches for yourself... taking care to honor your contracts with the high houses and capitalize on brave ventures as well as survive a delicate and risky arena of politics and political intrigue.

The "Lastlands" are a diverse expanse housing many races, monsters and the ruins of cultures dating back to the dawn of the age and older. Some of you have historical claims in these mythic realms, while other properties are simply put - up for grabs.

Every Noble (Player) starts the game with a modest amount of monetary and social currency, as well as ties and entanglements with other factions. Political marriages, disputed land claims and the support of the Royals, Churches, Populists, and the Military. Nobles are expected to bring the lastlands to heel through personal feats of heroism and to application of force of arms where necessary -- and with the glory of new holdings comes the responsibility of developing and using these new acquisitions to appease your patrons, your base, and most importantly to enrich and empower yourselves!

Hold your Banner High! The Wolftime is over, may historians record that the next of times belongs to you and yours!

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Hello and thank you for reading!

I am Beck and this is my interest check for a new group RP for Discord and RPN.
If you are not a fan of discord or dice/nation building elements this game may not be your normal speed -- but I encourage you to express your interest and give a try outside your comfort zone if you are intrigued by the concept. This game is just one of many RPs I've run on RPN set in my "Avecury" Universe, starting with the massive 3-year spanning roleplay "Lost Continent: Flight from Muurdaan." This game takes place long before the events of lost continent, in the infancy of the Muurdaan Empire before the first wars of Muurdain Expansion. A rich history and lore awaits for you to visit and uncover and the game will have both cooperative and competitive elements to it -- both with and against the world, and your fellow players.

I am your gentle and attentive Gamemaster, and I warmly welcome you to play with me!

_____________________________

This is the most basic interest check -- so feel free to put your hat in if interested and/or ask any questions you might have.

Once interest is established for 10 or so players, I will give more information on game mechanics (which you don't need to pay attention to but it's good to know they're there!), OC creation for
your Noble Hero(ine) and their faction, and starting resources. This game I am hoping will be more hero-centric with aspects of dice and nation building running secondary to the deeds and whims of the Player Nobles.

I am posting this interest check in the Group Roleplay section in the hopes that people who otherwise wouldn't look at more complicated RPs (like nation builders or dice RPs) know they are welcome and challenged to participate.

_____________
For Honor, Glory, intrigue and a good time -- I wish you all these things!

Who among you will embrace the glory of their birthright?! Post and be heard!

Most Sincerely,

Beck
 
My name is Sir Maximillian Kreig, Lord of the Kreig estate in the Kingdom of Coelia. My family name has been disgraced, and I seek to redeem it by claiming land and riches in my nation's name.
 
I'm just here to say that I read the title as "Prawns of Muurdaan" at first.

Maybe the nobles and their subjects are actually a collection of crustaceans,shellfish,and other undersea folk?
 
I'm just here to say that I read the title as "Prawns of Muurdaan" at first.

Maybe the nobles and their subjects are actually a collection of crustaceans,shellfish,and other undersea folk?
Already did an Undersea nation builder with one player legit being shrimp people. Deja Vu.!
 
I’m new to nation-building, but this sounds super interesting! I’d like to join in, if you’d have me. ^ ^
 
I’m new to nation-building, but this sounds super interesting! I’d like to join in, if you’d have me. ^ ^
Always welcoming of new folks to the genre. It would be my pleasure and honor. More info to come!
 
If you still have room for more players, consider me interested! I've not tried something like this, but the concept seems like a lot of fun.
 
If you still have room for more players, consider me interested! I've not tried something like this, but the concept seems like a lot of fun.

I'm going to accept a bunch of people because I believe some people will fall off, ghost, or decide it's not for them. I salute you for trying something new with me! <3
 
palmtree219 palmtree219 , Kent Kent , Pat Pat , animegirl20 animegirl20 and TipToeToast TipToeToast

please follow news from here forward. More information to come!

EVERYONE:

I am admitting any number of players to make a character/noble for the game, but only starting with 10-15 players total, adding or subtacting as needed once the game starts moving. Some of you are old friends, some are new. I hope the game will have a mix of both.

At their convenience, Pat Pat will post in this thread what his character/noble looks like (we established the process last night!)

If the detail looks intimidating, DON'T BE! I and others will be here to help you.

If the detail looks like it's NOT FUN, this game may not be for you. I'd still encourage you to make a character with me to see if the process is fun or not, but I understand some people may decide the game is too detailed for some or just not their cup of tea. In that case just thank you for your interest! If you are no longer interested, let me know here or in DMs, and I'll thank you and bid you well! The actual process will be done on the game's discord with me to help you. If discord isn't your cup of tea, this game is probably not for you as there will be RPN forum aspects as well as real-time/back and forth on discord! That said, DON'T BE INTIMIDATED! you're not expected to understand the mechanics to enjoy the game -- though you can learn them if you like!

___________________________________________________

Rundown of the nuts and bolts of making a noble/banner for the game: (This will be moved into a character thread but I thought I'd share it here first):



MAKING A NOBLE:

1. Name your noble, and decide on a house you are a client of from the list below (or fabricate your own.)

Hegemon (Tech)
Touryan (Military)
Keshurgen (Magic),
Xyphon (Religion),
Narvik (Vice)
Omnis (Trade),
Wosk (Travel),
Lighton (information),
Ghur (Auxillaries),
Kher (architechture)
Vashna (Espionage),
Varna (Riches),
Haakon (Relics/Artifacts),
Irreptor (dillitantes),
laeraslae (planes)

OR one of your own design : "Name" (Specialty)

2. Martial/Magic -- 3 points "(x)". Every 1 martial points is a d6 in melee, every 1 point in magic is a a level in two spheres of magic, or 1.5 in a single sphere of magic. (fractionsare rounded up.) Martial skill is conventional fighting power, Magic is magical skills in relevant spheres (types)

Spheres of magic are: fire, water, air, earth, nature, astral, bone, blood.
Spells are made up by the players, although I may also provide spell lists or tools, but I won't post an exhaustive list.

Measure of magic power is
1 point= Apprentice
2=Accomplished
3= Wizard 0
4= Master
5 = Archmage
6+ = Godly

Measure of Martial skill -
1 die = competent
2 dice = skilled
3 dice = Powerful

DESCRIPTORS: you get "(x)" worth of descriptors for each sphere of magic and "(x)" worth of descriptors for martial skill. This describes your magical talents and/or your combat/defense style(s) and well as prefered weapons and armor types.
(We'll work out your descriptors/keywords together)

3. Choose Age and personality: (2d6 or pick!)

1 -2: Young (d6: 1 naive; 2 bold; 3 confident; 4 fearful; 5 rash; 6 arrogant)
3-4: Middle-aged (d6: 1 calculating; 2 assertive; 3 savvy; 4 cautious; 5 aggressive; 6 bullying) 5-6:
Old (d6: 1 cunning; 2 demanding; 3 prudent; 4 subtle; 5 detached ; 6 domineering)

if you don't want to roll, you can choose/invent your own descriptor to go with a chosen age.

4. Skills : What profession(s) and Skills does the noble have? (Subject to GM approval)

Young: 2 skills
Middle: 4 skills
Old: 6 skills

5. Alignment: (effects skeletons and moral flexability with decisions, as well as reputation)

Lawful
Neutral
Chaotic

6. Influence & Holdings: SIX points
1 point = 2 wealth (a unit of wealth is an abstract representation of a large amount of money. 1 wealth is a lot... units of wealth are trades or spent in game to build or pay for various things)
2 points = special item (Worked out with the GM, this could be a pet, a magical item, or just something special the character has)
1 point = 1 influence with:

Military (+10 retinue per point, see below)
Populists (Populists CAUSE 1 point of unrest per influence in other people's lands.),
Church (Church REMOVES 1 point of unrest per influence in your people's lands.),
Nobility (1 houseman for 10 retinue per point)

(5 is regularly the max influence per faction for comparison, even 1 influence is significant)

7. Recent Activities: (events that give your noble some context/history)

3d20 worked out with GM -- (alignment may have an effect on these)

8. Current Goal/Ambition/Obligation: -- (represent things you are motivated or obligated to accomplish in the lastlands)

3d12 worked out with GM

9. Closet Skeleton(s): Represent Liabilities, secrets or scandals that could cause trouble or need resolution by the noble

3d12 worked out with GM
Lawful Nobles take one and discard 2
Neutral Nobles take one, discard one, and SAVE ONE to play on a rival.
Chaotic Nobles take 2, discard one.

10. Retinue/Followers:

Decide or determine retinue (around 20-50 followers determined by patron house and character choices/circumstances)) -- worked out with GM
if housemen are allowed for the player from noble influence but the player does not want housemen, a suitable super-unit of our devising can be discussed.

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That's it! 10 steps and I am here to hold your hand! Pat Pat will post his example here when can, and I'm standing by to help interested players! Let the games begin!

--Beck
 
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FOR THOSE INTERESTED AND WONDERING HOW FOR REAL I AM -- Here is the preliminary map of the lastlands we'll be using for the game:
 

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Akçay Yusuf, middle-aged 43 year old client of House Vashna (espionage)

Magic: Educated as a wizard.

Astral •••
Counter magic, movement, scrying
Bone •••
Ghostsense, darkness, movement

Skilled in assassination, intrusion, sabotage, and surveillance.

Items: Silver messenger pigeon (familiar that has some of Akçay's astral/bone magic, sneaky and can deliver messages as well as move small objects), metalbug carapace (good spellcaster armor and one-use death save reroll), shiftweave robes (disguise/uniform).

Resources: 5 units of wealth, 2 influence with the military.

Retinue: 5 underbosses (very dangerous pardoned individuals and spies), 10 bosses (taskmasters), 35 outlaws. Potential liabilities overall, but they also enhance espionage activities (outlaws x2). Embedded within the outlaws are 20 fooligans (military saboteurs).

Has a potential free casus belli against another player due to the mysterious death of his brother Raif, which may be investigated. Surviving family ties are to his orphaned nephews and nieces. Has extreme paranoia that runs in the family.

You have the obligations:
Advance the Military (x2) -- this is high pressure. You owe favors. this is a liability but if successful could mean a lot.
Expansion of Vashna Territory/Influence. (x2) -- also critical and with pressure, but pays out good if you can do it.

^ following subject to additions and reformatting
 
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THANKS Pat Pat !

As you can see, the complicated looking process DOES produce a character sheet that has rhyme, reason, and is not too complicated.
More color or less color can be added as wished. <3
 

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