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iisbroke

Major
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Dec 13, 2013
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Everything is Subject to Change by Popular Vote

Landfallen
IRC is /join #Landfallen

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)Contract/Quest order- You can only do one of these at a time. Contracts give money and 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 (amounts are rolled seperately).
5)If a character is wounded (highest roll is a 1) during a contract, quest, or combat roll they will be unable to do any 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.

Example:
Character name:McStabberson
Class:Rogue
Orders:
1)Contract 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 gold)
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.

Job 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:
The Elf King is having trouble with ogres in the north and will pay anyone who will assists with this nuisance.

The Gnolls are preparing for an attack. They need someone to secure supplies for them.

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 0/2/4/6/8/10]
Quest Order [Gold 0/1/2/3/4/5] [Prestige 0/8/10/12/14/16]
Contract Order [Gold 0/4/6/8/10/12] [Prestige 0/1/2/3/4/5]
Combat Ordr [Gold 0/1/2/3/4/5] [Prestige 0/4/6/8/10/12]


State Orders
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, 7000 plus what your class and state rank allows.
2)Second you gain an extra revenue order to gather wealth for your nation. Revenue orders can now be used to request a treaty or alliance with NPCs and players. (Yes and No are rolled for NPCs)
3)Third instead of doing a contract/quest you issue one. Players who don't own a nation themselves can also take part of these (if you wish). These orders will still give gold and prestige.
4)Fourth 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.
5)Fifth war orders are when you send your army to attack an opposing army or occupy a region.
6)Sixth 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 how many more turns the enmey must stay there to take it by seige.)
7)Seventh 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.
Presitge or Gold can be used to purchase a rank increase.
+1 Region defense is 200 gold
+1 combat roll is 500 gold



Grand Quest
A grand quest is nothing more than a particularly challenging quest that cannot be cancelled, so make sure your ready. 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),
or an army (gain 1000-5000 units depending on rank). For variety's sake you cannot hunt down the same being again, unless you have already hunted for all of the other one's.

The beings
Aegis
qcnW7A4.jpg

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

Corval the Blind
rUR3HnO.jpg

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

Hamal the Fortress
oi7bDg4.jpg

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
ONDEkZD.jpg

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 contracts/quests and combat orders off of fighting for one side (if they are in that region). This will increase relations with that faction, and give
more rolls when trying to form an alliance with them once you become an independent ruller.

Your army will have its own movement orders, so be sure to tell me if you are moving with it or not.

Every time as a state you take a region your troop maximum is increased by 200.

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 5000 prestige or 5000 gold.
Why would you do that? Well for the cost of five combat points you can kickstart a major event. It can either be one coming up or a custom one that can be worked out with the GM.

Maps
With Region Borders
Without Borders

 
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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 cavalry 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 massive 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 tall, 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 Istok. 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
Troll_Berserker.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?
-Marshal Roland addressing his subordinates

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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Classes

There are four classes for people to choose from each offering a different perk. Each class has a 5 ranks that can be unlocked by gathering enough prestige, or be bought for a high sum of gold.
Everyone starts out at rank 1. Rank 2 requires 500 prestige or 50 gold purchase. Rank 3 is 900 prestige or 90 gold purchase. Rank 4 is 1500 prestige or 150 gold purchase. Rank 5 is
2700 prestige or a 270 gold purchase.

Hero
Gets 10% more prestige from quests.
Ranks:
1)Wanderer
2)Adventurer
3)Explorer
4)Conqueror
5)Legend

Rogue
Gets 10% more gold from contracts.
Ranks:
1)Cutpurse
2)Brigand
3)Bandit
4)Scoundrel
5)Assassain

Magi
Has an extra revenue order.
Ranks:
1)Neophyte
2)Adept
3)Sorcerer
4)Mage
5)Wizard

Soldier
Starts with an extra combat roll.
RanKs:
1)Volunteer
2)Recruit
3)Veteran
4)Elite
5)Champion


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= +20 unit maximum.
Rank 4= +2 gold for contracts, +10 prestige for quests with faction.
Rank 5= +30 unit maximum.
Rank 6= +3 gold unit maximum, +15 prestige for quests with faction.
Rank 7= +50 unit maximum.
Rank 8= +4 gold for contracts, +20 prestige for quests with faction.
Rank 9= +200 unit maximum.
Rank 10+ +5 gold for contracts, +25 prestige for quests with faction.

Cost:
Rank 1= free
Rank 2= 10 gold, 50 prestige
Rank 3= 30 gold, 100 prestige
Rank 4= 50 gold, 250 prestige
Rank 5= 70 gold, 300 prestige
Rank 6= 90 gold, 350 prestige
Rank 7= 110 gold, 400 prestige
Rank 8= 130 gold, 450 prestige
Rank 9= 150 gold, 500 prestige
Rank 10= 170 gold, 550 prestige
 
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.
 
Regions

Soler'aan Coast
71JaRf2.jpg

The Northern coast of Istok, eastern continent, is dominated by the elven race. It is from these dark forests with soft rolling shorelines that the elves created the most prominent empire to date, but it has decayed for several millennia. 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.

Vern Mountains
Kk8rpHC.jpg

Majestic is a word that comes to mind when thinking of these mountains. A beautiful 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 caress 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.

Telmani Highlands
zOJfmMJ.jpg

Much like the foothills of the Vern Mountains the Telmani Highlands is an assortment of hills. Blanketed with coniferous trees to the north that gradually recede into deciduous 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.

Xehitchal Archipelago
NBUYXed.jpg

These tropical islands are home to numerous foliage and fauna. Many medicines, and diseases, 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.
Doth Plains
Iaw0Tyc.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 desperate 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 temperatures 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.

Fjorlan Penninsula
hNn58vw.jpg

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

Paridium
OrZEkYx.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 deciduous forests scattered in the western sector.

Vistula
PmcVNjI.jpg

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.'

Barindale
CKHx4aS.jpg

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

Yalendo
kcUOBbX.jpg

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 vagabonds rejected long ago by their more civilized cousins.

Greyglen
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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 inhabits it.

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 existence live there.

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

Ali'ga Desert
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Home of the Goblin republics, is the vast red desert. Massive urban populations have formed around oases 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.

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.
 
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Factions

NPC
NPC Factions

<Humans> The Branic Expedition
Lore
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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 ten years. Many of us miss home, and try to find ways to return. Until then Commander Igneaus will continue to lead us.
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Expedition banner.
Stats
Leader
Name: Commander Igneaus
Class: Hero (Legend)
Rank: Ruler
Rolls: 8
Units: 5000

Nation
Vassals: [Marshal Roland = 1050 units] [Duchess Antionette = 1200 units] [Champion Barrow = 1050 units] [Count Foix = 1200 units]
Total Units: 9500
Regions:
-Sector 1 = Barindale (Capital) +5 defense

<Gnoll Faction> Ripsnarl Tribe
Lore
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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.
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Stats
none

<Minotaur, Goatman, Centaur Faction> Federation of the Horn
Lore
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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.
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Stats
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<Elven Faction> The Arlathan Empire
Lore
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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.
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Stats
none

<Troll Faction> Ruk'al Qeacha'po Tribe
Lore
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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.
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Stats
none

<Dwarf Faction> The Empire of the Stone
Lore
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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."
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]
Stats
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<Wargen Faction> The Kingdom of Shadowfall
Lore
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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.
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]
Stats
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<Orc Faction> The Bonecracker Tribe
Lore
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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.
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Stats
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<Charr Faction> The Iron Legion
Lore
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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.
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Stats
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<Skritt Faction> The Warlords
Lore
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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.
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Stats
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<Goblin and Ogre Faction> The Trade Confederacy
Lore
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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.
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Stats
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<Serpentus Faction> The Great Wrath
Lore
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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
none

Player
none
 
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Thank you I'll wait a few more days and also finish things such as NPC factions, and Region Descriptions before launching will notify you all in this thread before doing so.
 
I'll probably join when this goes up in full
 
ITEMS?

There have been requests by a handful of you throughout the alpha stage, two months ago, and the beta, when this thread started, to have items. I am currently working on a spread sheet for these but I need to run some ideas on it by you all and receive suggestions. I don't want to add a new mechanic that would be worthless or disliked; I desire this game to be fun for you all... your welcome.

1. Items will offer subtle boons to those that wield them. For instance a player manages to procure 'Helmet of Leadership' and increases their unit maximum by 20, or an 'Abacus' allowing for an extra 4 gold.

2. There are different levels of items as well. For instance the 'Sword of Destiny' which gives an extra combat roll is more impressive than the 'Quill of Impotency' with +1 prestige from contracts.

3. Followers may also be items in a sense. For instance a 'Biographer' to record your deeds giving extra prestige, or an 'Explorer' to help with grand quests.

4. Quantity is another thing, how many items would you like, and be a plausible number for me to make for you all. Personally I would like for items to be finite and not able to be passed around like candy on Halloween. An incentive if you will for getting them.

5. How would you like them obtained, random roll for it in a quest, purchases from certain regions, taking it off a defeated player, taking it from a NPC, other, or a combination of any of the above?

6. I will say it would be nice to have items like the Crown of <insert defeated NPC faction> with a boon unique to it for those crafty enough to gain those thrones. Along with especially powerful items as a reward for overcoming a major event such as a demonic invasion... not that there will be one *cough*.... >_>


ps. Adding placement of NPC faction hubs, and minor unnamed towns. Yes if you people say that your IC goes to a specific town often in an area just tell me where it is and I will try to place it on the map if you desire.

Example
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ITEMS?
-snip-

I'm of the same mind that items should be something special, and should be limited in number. They could, perhaps, be things that are highly valued throughout the world and are recognized as items of importance if they have are attached/significant to certain polities. I also figure they should give notable benefits, rather than subtle ones, if they are properly limited in number, so as to make them all teh more sought-after.

I'm also all for player created ones, e.g. Stryke's Statue of the Wailing Hobbit, that give benefits described by the player, and approved by the GM. The only trick is deciding when players would be able to create/discover such items. Perhaps requiring a certain base rank and some other prerequisites would be sufficient.
 
I'm of the same mind that items should be something special, and should be limited in number. They could, perhaps, be things that are highly valued throughout the world and are recognized as items of importance if they have are attached/significant to certain polities. I also figure they should give notable benefits, rather than subtle ones, if they are properly limited in number, so as to make them all teh more sought-after.

I'm also all for player created ones, e.g. Stryke's Statue of the Wailing Hobbit, that give benefits described by the player, and approved by the GM. The only trick is deciding when players would be able to create/discover such items. Perhaps requiring a certain base rank and some other prerequisites would be sufficient.

Stryke glares at the soft skinned, pink fleshed creature...

"What good is statue of wailing hobbit? Only good wailing hobbit is a live one, impaled on a spike! Snarr, snarr!"
 
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Just a little something I whipped up to display quests and contracts to help build rep with other factions, and give you all an example of what it will look like and offer.
 
This looks quite interesting, I'll see if I have time for it when it starts.

I agree that items should be limited. Players shouldn't have an entire armory worth of items by the end. One, this makes it easier for you to not have to keep track of hundreds of items. Two, it makes items more special for the players and makes the promise of an item alluring to players, especially early on. Three, as Tap said, a properly limited number of items would allow you to give them more notable benefits, making them even more coveted by players.
 
I'd be interested in this.