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| Fantasy RPG | |
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| Tweet Topic Started: Apr 3 2009, 05:28 PM (638 Views) | |
| Lord Sunnycool | Apr 5 2009, 02:11 PM Post #21 |
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Lord of the Forums
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All right. How to name it? |
![]() "It is acceptable to spend the lives of those under your command! It is however not acceptable to waste those lives!" The White Library | |
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| Hotshot | Apr 5 2009, 02:15 PM Post #22 |
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The Lord Castoden
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Eh......ideas, anyone? |
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| Hotshot | Apr 5 2009, 04:05 PM Post #23 |
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The Lord Castoden
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Well, here's my contribution for the Human race: The Humans are one of the strongest races on the continent of Valinas. Through many decades of warfare with the native Orcs, the Humans drove the Orcs back to the Blue Mountains which rest several miles to the northwest of their territory, marked mostly by the east-by-southeast-flowing Victory River. While this created the powerful First Order of Valinas that is now one of the preeminent powers in the world, it also created a blood feud between the Humans and Orcs that exists to this day. The people of the First Order are proud and somewhat arrogant, and tradition holds that they are very xenophobic. However, a recent series of raids by Orc forces against Human and Elf lands in the eastern part of Valinas has created an uneasy alliance between the two races. While this is still frowned upon in places such as Carrelon, the capital, and other established cities, many in the eastern and northeastern part of the country view the Elves as friends and have struck up a trading and military alliance, albeit unofficial, with each other. Humans are famously adaptable, being able to learn a wide variety of skills and adapt quickly to changing situations. They stand between five and six and a half feet and weigh anywhere from a hundred pounds to well over three hundred. Men are generally taller and stronger than women, who usually have slender, smaller frames. Their skin color is generally fair, but in the southernmost portions is darker tan and sometimes very dark, while their hair can be brown, blonde, black, and the colors in between, with some even having red hair. The government of the majority of the Human race is the First Order of Valinas, a sprawling semi-democratic oligarchy that covers most of the southern third of Valinas. The leaders of the Order is the Carrelon Council, based out of the capital city of Carrelon, and which is comprised of two groups: the Lords and the Commoners. There are seven Lords, each hailing from one of the powerful noble families of Carrelon, and seven Commoners, elected from the various provinces of the First Order. The noble families are the families of Patrai, Yilsen, Erison, Neldaral, Dacrus, Linellyn, and Myriar. The First Order is centered around the city of Carrelon, in the southern portion of the Valinas continent. Carrelon is a powerful walled city, the pride of the Human lands, and due to the stone used to build the city, which was white with a slight blue tint, Carrelon is often referred to as the White City. The city sits on a diamond-shaped island formed by a split in the Zelir River, and a single, large, stone bridge, sixty feet across and two hundred feet long, runs across from the northwestern bank of the Zelir to the city, where a large gate awaits those who enter. The outer walls of Carrelon are massive, over a hundred feet tall and thirty feet thick with ramparts on top, and the gate itself is thirty feet tall and made with steel and the strongest wood, and are eight feet thick and moved by massive winches and chains atop the wall. The city is a mile on each side, and forms a one square mile diamond shape fitting the island. Within the outer walls is the Lower City, a huge, bustling area of shops, craftsmen, and residential areas where most of the city lives and works. Carrelon is home to over twenty thousand civilians, with a further garrison of six battalions of soldiers, for a grand total of over twenty-six thousand people. As the economic center of the Order, Carrelon is famous for its craftsmen and merchants, although many of its citizens work the fields outside the city that sprawl across the landscape. These massive farmlands provide enough food for all of the city’s people, as well as enough to keep the stores fresh when necessary. Carrelon is also the cultural center of the Order, home to artists, sculptors, and musicians, who also make their living in the Lower City. Also scattered about the Lower City are grain houses. These grain houses have a small ground-level structure, but are mostly underground and rumor has it that they can store enough food to keep the city supplied for a five-year siege. Finally, there are five barracks which each house a battalion of Order Guard in the Lower City, holding a total of a thousand men each. Beyond the Lower City and up a small hill is a smaller, forty-foot-tall, ten-foot-thick wall which grants access to the Upper City. It is here that the elite of the city live, including the Seven Houses; they each have large mansions around the outer edge of the Upper City. Further inside the Upper City are two impressive structures. The first is the Council Hall, a two-storey meeting hall for the Carrelon Council with a white dome and a golden statue of a man pointing to the distance atop it. The second is the Citadel, a powerful, imposing structure seven storeys high that dominates the landscape and houses the Citadel Guard who are not deployed. This is the last line of defense and has its own grain house beneath it and twenty-five-foot-thick walls. Outside of Carrelon, there are several other Human cities, being Silverfield to the west, so named for the silvery-green grass that grows around it; Zelnir, a powerful fortress city on the northern border of Order Lands on the southern bank of the Victory River; and Silneh, an eastern port town that is the main shipping center of the Order. The rest of the land is made up of small towns and villages and abundant farmland. The Order Lands are very fertile and the Humans are very successful farmers. The military of the First Order is called the Order Guard, or more commonly just the Guard, and its soldiers are called Guardsmen. They wear light plate armor that provides good defense while still allowing a fairly good range of movement and speed, as well as a barbute-style helmet. They wear light chainmail beneath their plate to augment their defense, but this is much weaker than standalone chainmail as it is mostly to provide a last ditch defense. Guardsmen are issued either a sword, spear, and shield, while some are trained as archers and given bows and a hip quiver of arrows. Standard tactics involve the Guardsmen to form a shield wall from behind which the spearmen can strike and then use their swords when things get messy, while archers provide cover from behind. Guard Cavalry wear similar equipment to their infantry counterparts, but carry only swords and shields and no spears. Officers likewise wear the same equipment as regular soldiers but with no spears. The Guard has seventy thousand members divided into sixty-five Foot Battalions and five Horse Battalions. Ten Foot Battalions are assigned to each province save Carrelon, which has five, and the Horse Battalions rotate about the country. There is also an elite battalion, the Citadel Guard, which bases in Carrelon but which can deploy companies to various armies engaged in battle, and are the best fighters in the Order. They wear full heavy plate, including a visored helmet and carry only shields and swords. The Citadel Guard wear a blue cape with their armor and rarely lift their visors to show their face, while officers wear white capes. Edited by Hotshot, Apr 6 2009, 03:14 PM.
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| chadden | Apr 5 2009, 04:43 PM Post #24 |
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High Advisor to the Archmage
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Seraphim and Niphilim. Not sure about the spelling of the second, but it's something like that. |
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"Stand against me if you must, for of course you will. Conflict is just another part of this flawed reality. You need to cling to your concepts and purposes, your feeble honour and glory. None of it serves any purpose in the end. And the end draws close." - Krodalis Thaendil. "It really is amazing; she killed Kelan Wealer, not that I am complaining, but then the order welcomed her as their new leader. It makes one wonder if I were to ram a blade down her throat, would the monks then follow my commands?" - Mordain Thaendil. One of the Last Guardians. Suck it. | |
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| Hotshot | Apr 5 2009, 05:30 PM Post #25 |
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The Lord Castoden
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Would there be large amounts of these? |
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| chadden | Apr 5 2009, 06:13 PM Post #26 |
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High Advisor to the Archmage
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Not sure. Maybe, maybe not. Certainly not as many of them as, say, humans. |
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"Stand against me if you must, for of course you will. Conflict is just another part of this flawed reality. You need to cling to your concepts and purposes, your feeble honour and glory. None of it serves any purpose in the end. And the end draws close." - Krodalis Thaendil. "It really is amazing; she killed Kelan Wealer, not that I am complaining, but then the order welcomed her as their new leader. It makes one wonder if I were to ram a blade down her throat, would the monks then follow my commands?" - Mordain Thaendil. One of the Last Guardians. Suck it. | |
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| Lathaon | Apr 5 2009, 06:49 PM Post #27 |
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Fallen Archmage
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Bah, another army of heavily armoured troops. I didn't really think about it, but it did strike me when I read it that a realm could probably not actually equip everyone with good armour. I just wanted to say that while this is still fresh. |
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The White Counsil Medal of Loyalty The White Counsil Medal of Art | |
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| Gorfang | Apr 5 2009, 07:16 PM Post #28 |
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Nathaniel Drakkon
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If the continent is called Valinas then the forum should probably be called the Valinas RPG, as most of the action will likely occur there. |
![]() Anubis, IPU is dead, long live IPU! A-Team member. "If a loyal servant of Weissland is threatened, I will aid him to my dying breath, with every drop of my blood. There are older and more powerful things in the world that have faced me and underestimated my resolve, to their end." - Nathaniel Drakkon "For what is dead may never die, but rises again, harder and stronger!" - Aeron Damphair, a Song of Ice and Fire. Visit the Drakkon Grimoire - The Collected, Completed Nathaniel Drakkon Fiction | |
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| Hotshot | Apr 6 2009, 12:48 AM Post #29 |
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The Lord Castoden
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It's not heavy, really, just light plate, certainly more along the lines of half plate than anything. The Romans wore segmented plate-type armor as standard-issue equipment, and they had hundreds of thousands of soldiers. But closer to home, in the 15th century, partial plate or "munition armor" became widely and cheaply available for regular foot soldiers. This is weaker than regular plate armor but still stronger than chainmail and still cheap. Only the Citadel Guard would wear knight-like full plate. So it's very plausible and cost-efficient to equip an entire army with partial plate. @ Gorfang, I wasn't sure if people wanted to only have one continent or more, so I left it kinda vague and only named one. But if you want to only have one, that's cool. |
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| Captain Andy | Apr 6 2009, 01:08 AM Post #30 |
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The Arm Of Retribution
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To begin with it could be called that, but you could expand it depending how many players join into this. I quite like the idea of a dragonborn race, Draconic in features, scales, red or golden eyes etc. Live for a long time but are a dying race. Honourable, favouring the old ways, but adapting to changes, just not as well as humans etc. Very steeped in lore of days of old. Dutiful and devout in their belief to their ancient religions (or the older ones could be at least, whilst the youth were not so revering) Very skilled warriors and artisans. The warriors could now work across the known world as mercanaries, meaning a group could quite explainably have a dragonborn in it. Rather than just lizardmen, taking this twist on it. |
"Should you ever feel agony for the loss of your Brothers due to enemy guns, bear through it with a stern smile and let your enemy know that you will get into combat soon enough. His judgement cannot be avoided! Should your charge falter under heavy resistence, roar your devotion in His name and amount whatever strength you have left at one enemy point and crush it utterly! Let the enemy feel your pain by turning their's into agony! Should you lay beaten and dying on the field, laugh with pride for even in death our enemies will fear us, leave them with a scar that will haunt them till the time of their retribution!" - Chaplain Valorus | |
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| Hotshot | Apr 6 2009, 01:10 AM Post #31 |
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The Lord Castoden
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That sounds good, but taking it a step further maybe they were very unadaptable to change and that is why they began to die out, but now those who remain are learning to adapt to survive. |
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| Captain Andy | Apr 6 2009, 01:14 AM Post #32 |
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The Arm Of Retribution
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I do like the idea that dragonborn were one of the oldest races, older than elves even, and ran the empires of old, but whilst everyone adapted to all the events that unfolded the dragonborn didnt, due to the fact as the rulers they hadnt thought it necessary, in the present day they will have adapted, but there will only be a small percentage of the original number left. |
"Should you ever feel agony for the loss of your Brothers due to enemy guns, bear through it with a stern smile and let your enemy know that you will get into combat soon enough. His judgement cannot be avoided! Should your charge falter under heavy resistence, roar your devotion in His name and amount whatever strength you have left at one enemy point and crush it utterly! Let the enemy feel your pain by turning their's into agony! Should you lay beaten and dying on the field, laugh with pride for even in death our enemies will fear us, leave them with a scar that will haunt them till the time of their retribution!" - Chaplain Valorus | |
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| Hotshot | Apr 6 2009, 01:15 AM Post #33 |
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The Lord Castoden
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Cool, cool. Sounds like you'd wanna be one of them.
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| Captain Andy | Apr 6 2009, 01:21 AM Post #34 |
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The Arm Of Retribution
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I have my 2 characters written and ready to go
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"Should you ever feel agony for the loss of your Brothers due to enemy guns, bear through it with a stern smile and let your enemy know that you will get into combat soon enough. His judgement cannot be avoided! Should your charge falter under heavy resistence, roar your devotion in His name and amount whatever strength you have left at one enemy point and crush it utterly! Let the enemy feel your pain by turning their's into agony! Should you lay beaten and dying on the field, laugh with pride for even in death our enemies will fear us, leave them with a scar that will haunt them till the time of their retribution!" - Chaplain Valorus | |
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| Hotshot | Apr 6 2009, 01:22 AM Post #35 |
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The Lord Castoden
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How are we gonna swing two characters?
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| Captain Andy | Apr 6 2009, 02:01 AM Post #36 |
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The Arm Of Retribution
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swing? One is key, one isnt, but one character ready to be used at least. From my d&d.
Edited by Captain Andy, Apr 6 2009, 02:02 AM.
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"Should you ever feel agony for the loss of your Brothers due to enemy guns, bear through it with a stern smile and let your enemy know that you will get into combat soon enough. His judgement cannot be avoided! Should your charge falter under heavy resistence, roar your devotion in His name and amount whatever strength you have left at one enemy point and crush it utterly! Let the enemy feel your pain by turning their's into agony! Should you lay beaten and dying on the field, laugh with pride for even in death our enemies will fear us, leave them with a scar that will haunt them till the time of their retribution!" - Chaplain Valorus | |
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| Hotshot | Apr 6 2009, 02:04 AM Post #37 |
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The Lord Castoden
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Lol "swing" means work, or get away with. Cool, cool.
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| Hotshot | Apr 6 2009, 03:31 PM Post #38 |
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The Lord Castoden
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A bit about the Orcs. Some of it is a bit cliched, I know, but what in fantasy isn't? ![]() The Orcs were once the dominant race in the southern half of Valinas. Their barbaric clans constantly fought each other as well as the Elves to the northeast and the Dwarves to the north in the mountains. However, with the rise of Humanity came the decline of the Orcs. Due to their fragmented nature, the Orcs were not able to band together and form an effective defense, and the Humans beat back their tribes one by one until the Orcs were pushed all the way back to the forests, plains, and caves beneath the Blue Mountains. Here they encountered the Dwarves, who had forward outposts and mining operations in the Blue Mountains. The Dwarves did not like the Orcs infringing on their territory, but instead of warring with the Orcs, the Dwarves stuck up an alliance with them, promising to help them economically and perhaps militarily if need be to keep them from getting pushed back any further into the mountains. The Orcs are very barbaric and have an intense warrior culture. The women do almost all the work aside from hunting, and are treated very poorly by the men, who are the hunters as Orcs rely entirely on meat for food. Sometimes this results in other sentient beings and even Orcs being eaten in times of famine, but this is simply the way of life for the Orcs. Orcs stand around six feet tall and generally weigh between two hundred and three hundred pounds, but are very strong and capable fighters. However, they are not the quickest learners and often make use of crude equipment. They have almost uniformly black hair, large noses, and large ears, and their skin is either brown, green, or mottled. The Orcs have no uniform government, instead being broken up into several smaller tribes that vie for power, and due to this there has been no serious threat against the First Order to the south for almost a century. Raiding parties are often launched, but are turned back by the stalwart Order Guard. However, if an Orc could band the tribes together and launch an attack, the Order Guard would indeed be pressed to defend the First Order from the vengeful tribes. They have a quasi-alliance with the Dwarves and no quarrel with the Elves, but no true friendship either. Being a warrior society, the Orcs take great pride in fighting. They generally have no tactics, however, and often rely on masses of their strong fighters to try to smash through any defense and overwhelm their opponents. They often make use of crude weapons, sometimes rusty, and wooden shields, although many use axes, two-handed swords, and any other weapons they can find, proper or improvised. For armor, they often wear either leather armor or just regular clothes, as wearing “shiny armor” is seen as weak by the Orcs (besides the fact that they do not have the materials necessary to craft it). Orc warlords are often larger, stronger, and smarter than normal Orcs, and rise through their tribes by asserting their power, often through violent means. Some of these Orcs have at least some sense of tactics, although it is a rare occasion when they can actually form some kind of coherent battle plan and make it work. Orcs have some basic-level shamans who pull on some kind of strange archaic magic. Orc archers use compact bows that do not have the range of Human bows but are powerful at short range, able to sometimes even punch through the partial plate that the Order Guards wear. However, they really do not have any cavalry to speak of, although sometimes they can steal or round up a few animals to try to ride them, although these animals are usually very dangerous and can wreak as much havoc amongst the Orcs as they do amongst the enemy. |
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| Hotshot | Apr 6 2009, 04:20 PM Post #39 |
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The Lord Castoden
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About the name, we can just call it the Valinas RPG for now and change it later, like Andy said. So Admins!
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| Gorfang | Apr 6 2009, 05:02 PM Post #40 |
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Nathaniel Drakkon
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Ok, I've written up the Dwarves and I'm working on the Elves just now. Since Chadden suggested them, maybe he could work on the Seraphim and Nephilim, and Andy could write something for the Dragonborn. That would cover most of the races I think. The Dwarves have a sizable empire to the north of the human empire. This empire contains two mountain ranges and the grasslands between them, as well as some marshland on their northern border. The Dwarven people have long been described as a wilful free spirited race. They value their independence and wanderlust. This has led many Dwarves to try their hand at adventuring. Politically they are not only tolerant of different races and nations, they are welcoming. This liberal thinking has brought them into conflict with the more conservative humans. War has been avoided but there have been minor skirmishes and disagreements, mostly initiated by the humans. These have been cleared up diplomatically though and nothing has occurred in recent history. They have an average sized standing army of 30,000 soldiers. This military is supplemented by many of their people being trained as militia, ready to take up a call to arms in defence of their towns and villages at short notice. The standard Dwarf soldier wears heavy chain mail and a simple helmet with a chain mail aventail, cheek and nose guards. They are typically armed with a spear, a bow and quiver, a sword or mace and a shield. Dwarven tactics generally revolve around tough shield or spear wall. Dwarves typically stand between four to four and a half feet tall and weigh around two hundred and fifty pounds. Dwarven men are generally slightly taller and weigh more than Dwarven women. The men are also well-known for growing large beards and the race is said to have an iron constitution. Dwarves are skilled in many areas but are especially known for being great miners and builders. Dwarves have a much longer lifespan than humans but much shorter than Elves, generally living to around two hundred years old. Their skin colour varies between light and dark depending on what region they come from, and hair colour is just as varied. The majority of the Dwarven race is part of the Kingdom of Baramah, which is situated to the north of the human Order. The capital, called Tumarzar is in the north-eastern mountain range, known as the Amare Mountains. The city is a monument to Dwarven construction and siege craft, featuring massive fortifications aided by the natural fortification of the mountains themselves. In the grasslands two of the main cities are Decinin and Nelane, both of which are great centres of trade for the Dwarves and anyone else who wants to trade with them. To the west in the Sigundu Mountains are the cities of Zundunis and Tilidin. Zundunis is the cultural icon of the Dwarven people, featuring some of the best architecture they have ever created, and the city overlooks the great Silver Falls, and impressive waterfall which heads by tributary to eventually enter the Victory River. Tilidin on the other hand is a more solemn city, as it is a religious nexus for the Dwarves. The Kingdom of Baramah is ruled fairly by the Dwarf King and a council which consists of Lords, Generals, advisors and other individuals from all walks of life. The Dwarves follow a religion which features a pantheon of ten gods, the chief of which is Sigundar, whom the Sigundu Mountains are named after. Many Dwarves are devout, believing in all of the gods and worshipping one of the gods in particular as their house god. There are some Dwarves who no longer follow the religion but they are not ostracized from society, as the Dwarves are accepting of different beliefs and religions, even if some people do not have any beliefs. The Dwarves have a long history and were a nation before the humans became one of the pre-eminent powers in the continent. Long ago they fought in the War of Bonds alongside the Elves who asked for their support. Since this time the Dwarves and Elves have gotten along well, although they have no formal alliance. The Dwarves have also formed strong ties with the Orcs who mostly live to the west of their borders. They find in the Orcs a kindred spirit, with the Dwarves interest in martial prowess and strength. The Dwarves have control of large deposits of metals, minerals and gems in their mountains and many nations trade with them for this. The grasslands are mostly used for farmland and Dwarves in the rural towns and villages are often more laid-back than their mountain cousins. On the northern border of the Kingdom of Baramah is a large marshland. The marshes are difficult to traverse and filled with dangerous creatures. A special group of Dwarven soldiers was formed long ago called the Marsh Warriors, and they guard the land against any foe or creature which might attack from out of the marshland. |
![]() Anubis, IPU is dead, long live IPU! A-Team member. "If a loyal servant of Weissland is threatened, I will aid him to my dying breath, with every drop of my blood. There are older and more powerful things in the world that have faced me and underestimated my resolve, to their end." - Nathaniel Drakkon "For what is dead may never die, but rises again, harder and stronger!" - Aeron Damphair, a Song of Ice and Fire. Visit the Drakkon Grimoire - The Collected, Completed Nathaniel Drakkon Fiction | |
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How are we gonna swing two characters?
3:20 PM Jul 11