Shattered Realms
Kingdoms of Crypso
#Crypso
Stats
New Players Always Welcome!
"We stand upon the cusp of a broken world, a shattering so profound that the reverberations are felt even in the mystical realms beyond. The world is doomed. Those that survive condemned to a slow agony, where death seems a release. Looking back, they will envy us, the dead." ~ King Suod the Doomsayer, 0 A.C.
Prelude
The Blood Sky
The Scourge of Minos
Pt. II
Battle of Bloody Roots
Pt. II
Spring of 500 A.C.
Kingdoms of Crypso
#Crypso
Stats
New Players Always Welcome!

"We stand upon the cusp of a broken world, a shattering so profound that the reverberations are felt even in the mystical realms beyond. The world is doomed. Those that survive condemned to a slow agony, where death seems a release. Looking back, they will envy us, the dead." ~ King Suod the Doomsayer, 0 A.C.
Prelude
The Blood Sky
The Scourge of Minos
Pt. II
Battle of Bloody Roots
Pt. II
Spring of 500 A.C.
Welcome to Shattered Realms, the fantasy RPG whose lore, races, and histories have been created by the players. My objective here is to create a lasting game of which we can all be invested, one where our creativity can flourish as we follow our kingdoms and characters on this doomed world we have created, toward open ended goals. Though space is limited for landed players, I am always accepting nomadic factions and single characters/parties/companies.
Five hundred years ago, the world suffered from the Cataclysm, a global disaster that broke the planet, it's effects felt even in the present day. Within a fateful year, Pangea, the great continent that spanned the planet, broke asunder, letting a mad sea rush in, the oceans boiled and volcanoes spewed forth with a terrible hell fire that rendered great civilizations to ash. Today, the horror of that tragedy resides deep in the ancestral memory of the descendants' survivors.
Ruins of the empires that once stood now dot the shattered landscape. From the ashes new kingdoms emerged, clinging on to the former glory of centuries past. Countless others roam the land, displaced and struggling in this harsh new reality, desperate to find a land they may call home. Disasters are a fact of life. The planet is ever restless and easily angered, even the mystical realm beyond can offer no protection for the wrath of Crypso, the doomed world.
How to Play
The mechanics of Shattered Realms is fairly straightforward. A combination of common sense, chance, and ICs will be used to determine order outcomes, which are PM'd to me. Each player has one order per turn, each turn equaling one season of in game time. Training troops, establishing a trade deal, settling a nomadic tribe, all such things constitute an order, players being free to do as they wish. My only advice is to try and think realistically. "Gamey" orders will likely fail to the adversary who grounds his orders in reason.
Landed Players
The landed players, representing the most powerful factions in the game, have the greatest pool of resources and troops, and the ability to enact the greatest impact on the game world. Rather then ruling as a single kingdom, landed players control an entire region, and factions within it, free to IC their own internal disputes. This comes at a cost. Inactivity is not punished. Fail to IC or give orders, without reason, and the world itself will turn on you.
Landed players may harvest four of the five resources. One resource they may have in abundance, and one in demand, the rest equaling just enough to meet their region's demand. In order to gain other resources in abundance, or meet any demands, landed players must either establish trade or seize other regions' resources.
Iron - ore able to be fashioned into weapons and armor. Those with an abundance have better equipped armies, and a bonus on the battlefield.
Stone - Dense rock able to be cut and placed for superior fortifications. When in abundance, cities and castles are better equipped to withstand a siege.
Precious Metal - Valuable gold, silver and gems, coveted by the world's NPCs. When in abundance, NPC's can be lured to your cause with ease.
Lumber - A necessary commodity for building ships. When in abundance, fleets are larger and more powerful.
Food - Necessary for any civilization, those with abundant quantities of food enjoy greater population growth.
In addition to resources, landed players also begin in control of a sea-zone, a valuable waterway that provides food and trade to their people. Lose this zone, and your population begins to decline, and any sea trade is lost.
As far as stats go, landed players have a population, from which their army is derived, equaling 2%. Orders and successful occupations can expand a landed faction's population, and thus the size of their levy.
Levies are drawn into a levy pool, a finite number representing 2% of their starting population. Any losses to this levy, and the region must wait for population growth in order to replenish their losses. Use your levies wisely, and conservatively unless in dire need.
Navies are used to defend a region's sea-zone, as well as seize others, or transport troops. Unless you have access to lumber, the size and power of your navy will be limited.
Nomadic Players
The displaced peoples of old Pangea, struggling to find a place in the shattered world, are diminished in power compared to the landed factions, yet they should not be underestimated. The nomadic peoples are not bound to any one land, having the freedom to move through the regions of the world unfettered, and consuming resources as they cross the boundaries of civilization, jeopardizing the balance of resources of the landed players. Nomads are also able to gather a greater percentage of their people for war, though they are often far less equipped then the organized armies of the established kingdoms.
Unlike the landed, Nomads gather resources in blocks, lacking the resources to harvest in any beneficial quantities to begin with. These blocks can then be traded for a benefit to their people, or traded with others.
Iron - Can be converted to weapons and armor, to better equip a nomadic army.
Stone - Can be converted into a fortification, offering better protection for a settlement.
Lumber - Can be converted into a small fleet, or settlement for population growth.
Precious Metals - Used for trade with NPCs, swaying them to your cause.
Food - Consumed for population growth.
Nomads begin with a set population, based off their starting region. This can grow either through successful orders, settling in a region, or raiding resources. 10% of a nomadic population may be raised for war, but the population must grow to replenish any losses.
Adventurers/Companies
Players may choose to play as a single character or party, or a mercenary company. I suggest this for anyone looking for a more relaxed, free-form IC experience. While their impact in the world is minimal, it is possible for adventurers to gain favour with the greater factions, gaining incredible influence, or even have mystical ties with the realm beyond. From being the last of an extinct race, a pragmatic mercenary, to the holder of mystical power - the possibilities are nearly endless.
Adventurers carry gold, though currency varies from region to region, adventurers wealth will always be measured in a gold standard. Adventurers may invest gold to earn assets, which in turn might give them an income, depending on the asset. Asset is really a broad term to describe anything an adventurer may wish to invest in.
Signing Up
As I am relying on reason and IC to decide orders, it is important that I have quick access to basic information regarding your faction or character, followed by an overview and link to your ICs. This appendix, encompassing all important information regarding your faction, will be my main resource in deciding orders, so it is important that you keep it up to date. Feel free to include as much information you feel is important to understanding your faction. You may wish to omit some bios, depending on your choice of faction, for instance a single character will likely not require a nation or region overview. Use the following template as a guide to your sign up sheet.
Appendix Template
(your faction/character)
(your faction/character)
Region:
Nation(s):
Ruler(s):
Prominent Race:
Racial Strength(s):
Weakness(es): Races can be neutral, with no strength nor weaknesses. If this isn't the case, then each strength must be accompanied with a weakness.
Minority Race(s):
Nation(s):
Ruler(s):
Prominent Race:
Racial Strength(s):
Weakness(es): Races can be neutral, with no strength nor weaknesses. If this isn't the case, then each strength must be accompanied with a weakness.
Minority Race(s):
Region Bio
A description of your nation's terrain, climate, etc.
Nation Bio
A description of the nations within your region, or nomadic peoples, including their culture, beliefs and history.
Character Bio
A bio on your various characters that shall be in your ICs.
IC Index
Links to you various ICs.
A description of your nation's terrain, climate, etc.
Nation Bio
A description of the nations within your region, or nomadic peoples, including their culture, beliefs and history.
Character Bio
A bio on your various characters that shall be in your ICs.
IC Index
Links to you various ICs.
Orders
After you've signed up, you are free to begin submitting orders for a weekly update. Each update moves the game forward by one season, and major events and order outcomes are described. Each player gets one order, or focus, per turn. This may not seem like a lot, but really cuts down on my work for putting out updates.
All players must include their nation sheet (located within your appendix) with each order. This way I have a quick reference to your faction, and it's strengths and weaknesses.
Unless I say otherwise, orders are typically due every sunday, by 3pm eastern time - but i usually give plenty of reminders and forgiving of late orders. Spring a massive full scale assault on me after the deadline, however and there will be come up'ns!
Magic
Beyond the mortal realm, there exists a mystical one. It is the home of many spiritual beings and gods, or so some cultures believe. There are many variations on the nature of this realm, and it's effects on Crypso. It is from this place that magic is derived, it's power seemingly unlocked through rituals. Though the existence of this other worldly place is highly debatable, there is no denying the common themes of a mystical realm and ritual throughout the world's religions.
This is a low fantasy setting with rare magic. The use of magic has to be approved by me and follow certain principals, mainly what is described above. To those of you who have been approved for it's use, I remind you that the precise source of your power should remain ambiguous. Everyone, from the landed, nomad, to adventurer, has the freedom to craft their own religion, and each one should be left with the possibility of being "right".
If you wish to use magic in your IC, please okay it with me first.
Rules
- This is an roleplaying game, I expect all players to act in a manner consistent of their characters and faction they play.
- All updates are final. If you feel I have overlooked an important detail, or misunderstood your orders, pm me here or on IRC and i will decide if you will be compensated in a future update.
- Keep any OOC fighting off IRC and in a private channel
Tips
- Think realistically. Gamey actions will not guarantee success.
- IC, IC, IC! Your in-character posts will matter in this game. Write a tale on your character's sword training, and he may find himself triumphant over a rival in the update. Provide an IC brief in spoiler tags accompanying all ICs, so I may check it out at a glance and deem it worthy of updatery.
- Be patient. Plan wisely and take your time. You may be feeling ambitious and want a quick victory, but that's when mistakes happen.
- For best use of the world map, I suggest downloading AutoREALM, a free and small download from SourceForge. I will be happy to email you the map file so you can plan your moves more effectively.
Join IRC for any OOC discussion.
Click here,
Enter a user name,
Type /Join #Crypso,
And brace yourself for Alex's trolling.
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